Gaming machine
The gaming machine introduces a system for managing gaming values and sound effects based on game progression, addressing boredom by enhancing gameplay diversity.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2024-12-23
- Publication Date
- 2026-07-03
AI Technical Summary
Existing gaming machines lack diversity in gameplay progression, leading to player boredom due to uniform counting process effects.
A gaming machine that can be connected to a specific unit for managing gaming values and controlling sound output based on game progression, with sound effects corresponding to the number of transferred values.
Adds variety to the game progression and enhances gameplay experience.
Smart Images

Figure 2026111321000001_ABST
Abstract
Description
Technical Field
[0004] ,
[0006] , , ,
[0005] , , , ,
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In a gaming machine, a game is played using game values, and the game values obtained in the game are paid out. Also, in the gaming machine, a counting process is executed to transfer the game values owned by the player to a predetermined unit in response to an operation of a counting switch (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the above-described gaming machine, there are cases where an effect indicating that the counting process is being executed or that the counting process has been completed is performed. For example, in the gaming machine, during the execution of the counting process, an operation sound indicating that the game value is being transferred is output, and when the counting process ends, a completion sound indicating that the counting process has been completed is output. However, if the effects related to the counting process are only performed uniformly, there is a risk that the player will feel boredom.
[0005] In view of such problems, an object of the present invention is to provide a gaming machine capable of adding diversity to the progress of the game and improving the gaming performance.
Means for Solving the Problems
[0006] To solve the above problems, the present invention provides a gaming machine that can be connected to a specific unit that lends out gaming value, and comprises a gaming value control means for managing the gaming value and a sound control means for controlling the output of sound according to the progress of the game, wherein the gaming value control means may perform a counting process to transfer the gaming value to the specific unit in response to the player's operation, and when the counting process is performed, it counts the gaming value transferred to the specific unit, and when the counting process is completed, the sound control means outputs a sound corresponding to the total number of gaming values transferred to the specific unit. [Effects of the Invention]
[0007] According to the present invention, it is possible to add variety to the progression of the game and improve the gameplay. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a front view of the circulation unit. [Figure 3] This is a front view of the circulation unit with some parts removed. [Figure 4] This is the first diagram illustrating a rectifier. [Figure 5] This is the second diagram illustrating the rectifier. [Figure 6] This is a diagram illustrating the rectifier outlet sensor. [Figure 7] This is a block diagram of a gaming machine. [Figure 8] This is a diagram illustrating the frame control board. [Figure 9] This is a sequence diagram showing the processing in the main control board and the frame control board. [Figure 10] This is a flowchart explaining the frame control activation process. [Figure 11] This is a flowchart explaining the information reception process. [Figure 12] This is a flowchart explaining the wire break detection process. [Figure 13]It is a sequence diagram showing the processing in the frame control board and the dedicated unit. [Figure 14] It is a sequence diagram showing the processing in the main control board and the frame control board in the ball extraction state. [Figure 15] It is a flowchart explaining the processing during the ball extraction state. [Figure 16] It is a diagram explaining the frame control display. [Figure 17] It is a diagram explaining the gaming machine information. [Figure 18] It is a diagram explaining the gaming machine information transmitted to the dedicated unit when there is no state change. [Figure 19] It is the first diagram explaining the gaming machine information transmitted to the dedicated unit when there is a state change. [Figure 20] It is the second diagram explaining the gaming machine information transmitted to the dedicated unit when there is a state change. [Figure 21] It is a diagram explaining the gaming machine information of a comparative example transmitted to the dedicated unit when an irregularity is detected. [Figure 22] It is a flowchart explaining the frame control board error processing. [Figure 23] It is the first flowchart explaining the dedicated unit communication processing. [Figure 24] It is the second flowchart explaining the dedicated unit communication processing. [Figure 25] It is a diagram explaining the gaming machine information of the present embodiment transmitted to the dedicated unit when an irregularity is detected. [Figure 26] It is a flowchart explaining the possession number management processing. [Figure 27] It is a flowchart explaining the processing when the possession number changes. [Figure 28] It is a flowchart explaining the display number change processing. [Figure 29] It is a diagram explaining the differential absolute value, display switching flag, and update interval. [Figure 30] It is a flowchart explaining the cyclic control processing. [Figure 31]This is a flowchart explaining the rectifier inlet sensor monitoring process. [Figure 32] This is a flowchart explaining the rectifier solenoid control process. [Figure 33] This is a flowchart explaining the subtraction process. [Figure 34] This is a flowchart explaining the foul ball monitoring process. [Figure 35] This is a flowchart explaining the process of receiving a payout command. [Figure 36] This is a flowchart explaining the counting process. [Figure 37] This is a flowchart explaining the subtraction process related to the modified example. [Figure 38] This is a flowchart illustrating the foul ball monitoring process related to a modified example. [Figure 39] This is a flowchart explaining the processing when the number of items possessed changes in the second modified example. [Figure 40] This is the first flowchart illustrating the process for changing the number of displays related to the second modified example. [Figure 41] This is a second flowchart illustrating the process for changing the number of displays related to the second modified example. [Figure 42] This is a timing chart explaining the presentation style during the execution of counting processing. [Figure 43] This is an explanatory diagram illustrating the completion sound output from the speaker. [Figure 44] This is a timing chart explaining the presentation style during the execution of counting processing. [Modes for carrying out the invention]
[0009] Preferred embodiments of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values shown in these embodiments are merely examples to facilitate understanding of the invention and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0010] Figure 1 is a front view of the gaming machine 100. The gaming machine 100 comprises a gaming machine body 102. The gaming machine body 102 comprises a main frame and a front door that is supported by the main frame so as to be openable and closable. The main frame holds the game board 104, and the front door holds a transparent plate. When the front door is closed relative to the main frame, the transparent plate faces the game board 104 while maintaining a predetermined distance.
[0011] At the bottom of the front door, there is an operating handle 106 that protrudes towards the front of the gaming machine 100. This operating handle 106 is designed to be rotatable by the player, and when the player rotates the operating handle 106 to perform a launch operation, a game ball is launched with a force corresponding to the rotation angle of the operating handle 106. The game ball launched in this way rises between rails 104a and 104b provided on the game board 104 and is guided to the game area 110.
[0012] The game area 110 is a space formed between the game board 104 and the permeable plate, and is an area in which game balls can flow or roll. The game board 104 is equipped with numerous nails and windmills, so that game balls guided into the game area 110 collide with the nails and windmills and flow or roll in irregular directions.
[0013] The game area 110 includes a first game area 110a and a second game area 110b. The first game area 110a is located to the left of the game area 110 as viewed from a player facing the game machine 100, and the second game area 110b is located to the right of the game area 110 as viewed from a player facing the game machine 100. Since rails 104a and 104b are located to the left of the game area 110, game balls launched with a launch intensity below a predetermined intensity enter the first game area 110a, and game balls launched with a launch intensity equal to or greater than the predetermined intensity enter the second game area 110b.
[0014] Furthermore, the game area 110 is provided with a general prize entry point 118, a first start entry point 120, and a second start entry point 122 into which game balls can be entered. When a game ball enters one of these general prize entry points 118, the first start entry point 120, or the second start entry point 122, a predetermined number of prize balls are dispensed to the player. The number of prize balls dispensed can be any number, one or more, and the number of prize balls dispensed from each of the general prize entry point 118, the first start entry point 120, and the second start entry point 122 may be different or the same. In this case, it is also possible to set the number of prize balls dispensed when a game ball enters the first start entry point 120 to be less than the number of prize balls dispensed when a game ball enters the second start entry point 122.
[0015] When a game ball enters the first starting port 120 or the second starting port 122, a lottery is held to determine one of several pre-determined special symbols. Each special symbol is associated with various game benefits, such as whether or not a major or minor winning game that is advantageous to the player can be played, or what the subsequent game state will be. Therefore, when a game ball enters the first starting port 120 or the second starting port 122, the player not only wins a predetermined prize ball, but also gains the opportunity to acquire the right to receive various game benefits.
[0016] The first starting opening 120 is located below the game area 110, and is either accessible only to game balls flowing down the first game area 110a, or is positioned in such a location that game balls entering the first game area 110a are more likely to enter than game balls entering the second game area 110b.
[0017] Furthermore, the second starting port 122 is located in the second game area 110b, and only game balls flowing down the second game area 110b can enter it, or it is positioned so that game balls entering the second game area 110b are more likely to enter than game balls entering the first game area 110a. This second starting port 122 is composed of a variable starting port having a movable piece 122b, so that the ease with which game balls can enter the second starting port 122 is variable.
[0018] Specifically, the second starting opening 122 is provided with a movable piece 122b that can be opened and closed, and when this movable piece 122b is in the closed position, it is impossible or difficult for game balls to enter the second starting opening 122. The specific configuration of the second starting opening 122 is not particularly limited, but here, the movable piece 122b is assumed to be retracted into the rear side of the game board 104 when in the closed position, and to protrude into the front side of the game board 104 when in the open position. When the movable piece 122b is retracted and in the closed position, the second starting opening 122 is closed, and game balls flow down the front side of the second starting opening 122.
[0019] In response to this, when a game ball passes through the gates 124 provided in the first game area 110a and the second game area 110b, it is determined whether or not to perform an auxiliary game in which the second start opening 122 is opened. If it is determined that the auxiliary game should be performed, an auxiliary game is executed in which the second start opening 122 is controlled to open and close. More specifically, a lottery for a normal symbol is held on the condition that the game ball passes through the gates 124, and if a winning combination is selected in this lottery, the movable piece 122b is controlled to be in the open state for a predetermined time.
[0020] When the movable piece 122b is in the open position, the game balls flowing down the front side of the second start opening 122 fall onto the movable piece 122b. The game balls that fall onto the movable piece 122b are guided by the movable piece 122b and led to the second start opening 122. In this way, when the movable piece 122b is in the open position, it functions as a receptacle that guides the game balls to the second start opening 122, making it easier for the game balls to enter the second start opening 122.
[0021] Furthermore, a large prize opening 126 is provided at the bottom of the game area 110. The large prize opening 126 is positioned so that game balls flowing down at least the second game area 110b can enter it. The large prize opening 126 is provided with an opening / closing door 126b that can be opened and closed. Normally, the opening / closing door 126b closes the large prize opening 126, making it impossible for game balls to enter it. However, when the aforementioned large prize game or small prize game is performed, the opening / closing door 126b is opened, and the opening / closing door 126b functions as a receiving tray, making it possible for game balls to enter the large prize opening 126. When game balls enter the large prize opening 126, a predetermined amount of prize balls are paid out to the player.
[0022] Furthermore, at the bottom of the game area 110, there is an outlet 130 for discharging game balls that did not enter any of the general prize entry points 118, the first start entry point 120, the second start entry point 122, or the big prize entry point 126 from the game area 110 to the back side of the game board 104.
[0023] Furthermore, the gaming machine 100 is equipped with a performance device that provides effects during gameplay, including a performance display device 200 consisting of a liquid crystal display, a performance mechanism device 202 consisting of a movable device, a performance lighting device 204 consisting of lamps that can be controlled to various lighting patterns and colors, a sound output device 206 consisting of a speaker, and performance buttons 208 that accept input from the player.
[0024] The performance display device 200 comprises a main performance display unit 200m and a sub-performance display unit 201m, both consisting of an image display unit for displaying images. The main performance display unit 200m is positioned approximately in the center of the game board 104 and is visible from the front of the game machine 100. Various images for performances are displayed on this main performance display unit 200m. The sub-performance display unit 201m is located above the main performance display unit 200m and displays auxiliary performance images during variation performances.
[0025] The performance device 202 is positioned in front of the main performance display unit 200m and is normally retracted to the rear side of the game board 104. It moves to the front of the main performance display unit 200m in accordance with the image displayed on the main performance display unit 200m, thereby creating a sense of anticipation for the player.
[0026] The special effects lighting device 204 is installed on the special effects mechanism 202, the game board 108, etc., and is controlled to light up in various ways in accordance with the images displayed on the main special effects display unit 200m.
[0027] The sound output device 206 is located at the top of the main frame or at the bottom of the main body 102, and outputs various sounds toward the front of the gaming machine 100 in accordance with the images and other information displayed on the main display unit 200m.
[0028] The performance button 208 is a button that accepts a press operation from the player and is located approximately in the center of the width direction of the gaming machine 100 and below the transparent plate 110. This performance button 208 is activated in accordance with the images displayed on the main performance display unit 200m, and when the player's operation is accepted within the valid operation time, various performances are executed according to that operation.
[0029] The directional pad 209 consists of four buttons—up, down, left, and right—that accept player input, and is located near the effect button 208. The effect button 208 and the directional pad 209 are sometimes used to adjust various settings.
[0030] In this embodiment, the gaming machine 100 is a managed gaming machine in which gaming balls circulate within the gaming machine body 102. The gaming machine body 102 is provided with a circulation unit 1, which will be described later. The circulation unit 1 is located below the game board 104, and all gaming balls launched into the game area 110 are collected by the circulation unit 1. The circulation unit 1 aligns the collected gaming balls and sends them to the launching device, which then launches the gaming balls back into the game area 110. The circulation unit 1 will be described below.
[0031] Figure 2 is a front view of the circulation unit 1, and Figure 3 is a front view of the circulation unit 1 with some parts removed. The circulation unit 1 comprises a circulation passage 3, a lifting screw 5, a lifting motor 5c, and a flow straightening passage 7. The circulation passage 3 is a passage that extends while meandering in the width direction (left-right direction in the figure) and front-back direction (depth direction in the figure). The starting end of the circulation passage 3 is located above the ending end, and it slopes gently from the starting end to the ending end.
[0032] On the back side of the game board 104, there is a collection passage where game balls launched into the game area 110 gather. Specifically, all game balls that enter the general prize slot 118, the first start slot 120, the second start slot 122, the big prize slot 126, and the discharge slot 130 are guided to the collection passage. The starting end of the circulation passage 3 is connected to the collection passage, and game balls are guided from the collection passage to the circulation passage 3. Game balls guided to the starting end of the circulation passage 3 roll within the circulation passage 3 by their own weight and reach the end of the circulation passage 3.
[0033] A lifting screw 5 is located at the end of the circulation passage 3. The lifting screw 5 comprises a rotating shaft 5a extending vertically and a helical piece 5b extending spirally around the rotating shaft 5a. The rotating shaft 5a, the helical piece 5b, and the case housing the lifting screw 5 form a helical passage extending spirally around the rotating shaft 5a.
[0034] The lower end of the lifting screw 5 is located at the end of the circulation passage 3, and game balls are guided from the circulation passage 3 into the spiral passage. When the lifting screw 5 rotates due to the drive of the lifting motor 5c, the game balls rise vertically upward through the spiral passage. The upper end of the lifting screw 5 is located at the upstream end of the straightening passage 7, and the game balls that have risen through the spiral passage by the lifting screw 5 are guided into the straightening passage 7.
[0035] The straightening passage 7 is a passage enclosed by a case and extends in the width direction of the circulation unit 1. The upstream end of the straightening passage 7, which is connected to the spiral passage, is located above the downstream end. Therefore, the straightening passage 7 is gently sloped from the upstream end to the downstream end. As a result, the game balls guided into the straightening passage 7 roll from upstream to downstream by their own weight. Thus, in the circulation unit 1, the game balls roll in the order of circulation passage 3, lifting screw 5 (spiral passage), and straightening passage 7. In the normal operating state of the game machine 100, a large number of game balls accumulate in the circulation passage 3 and the straightening passage 7, and the game balls are in contact with each other.
[0036] Furthermore, the circulation unit 1 is equipped with a rectifier 9. The rectifier 9 is located at the downstream end of the rectifier passage 7 and is responsible for stopping the supply of game balls from the rectifier 9 to the launching device, or for supplying game balls to the launching device one by one.
[0037] Figure 4 is a first diagram illustrating the rectifier 9, and Figure 5 is a second diagram illustrating the rectifier 9. The rectifier 9 includes a base plate 11. The base plate 11 is a flat plate-shaped member and is arranged to partition the space in the front-to-back direction (depth direction in the figure) of the circulation unit 1. At this time, the rectifier passage 7 is located in front of the circulation unit 1 than the base plate 11. Therefore, game balls that accumulate near the downstream end of the rectifier passage 7 are located on the front side of the base plate 11.
[0038] Furthermore, the rectifier 9 includes a rectifier solenoid 9c. The rectifier solenoid 9c is mounted on the base plate 11 and is located near the downstream end of the rectifier passage 7. The rectifier solenoid 9c is also positioned at a distance from the rectifier passage 7, in the direction of the rolling of the game balls in the rectifier passage 7 (from left to right in the diagram).
[0039] Furthermore, the rectifier 9 includes a rectifier member 13 provided on the front side of the base plate 11. The rectifier member 13 includes a stop surface 13a facing the base plate 11 and a pressing surface 13b substantially perpendicular to the stop surface 13a. The rectifier member 13 has a pivot point 13c, which is rotatably supported by the base plate 11. As a result, the rectifier member 13 rotates around the pivot point 13c. The pressing surface 13b faces the rectifier solenoid 9c, and when the rectifier solenoid 9c protrudes, the pressing surface 13b is pressed by the rectifier solenoid 9c and rotates around the pivot point 13c. In other words, the rectifier member 13 switches between the state shown in Figure 4 and the state shown in Figure 5 by the rectifier solenoid 9c.
[0040] The stopping surface 13a has a first ball-feeding groove 13d that is smaller than the diameter of the game ball, and a second ball-feeding groove 13e that is continuous with the first ball-feeding groove 13d and is larger than the diameter of the game ball. As shown in Figure 4, when the rectifier solenoid 9c is retracted, one game ball located at the downstream end of the rectifier passage 7 falls from the second ball-feeding groove 13e to the rear side of the base plate 11. The game ball that falls to the rear side of the base plate 11 is guided to a launching device (not shown) and launched by the launching device.
[0041] On the other hand, as shown in Figure 5, when the rectifier solenoid 9c is in the protruding state, the game ball located at the downstream end of the rectifier passage 7 faces the first ball feeding groove 13d. In this state, the stopping surface 13a stops the feeding of game balls to the launching device. Therefore, for example, when a player operates the operating handle 106, the rectifier solenoid 9c is intermittently controlled from the state shown in Figure 5 to the state shown in Figure 4, so that game balls are fed to the launching device one at a time at regular intervals.
[0042] Furthermore, a rectifier inlet sensor 15s is provided in the rectifier passage 7. The rectifier inlet sensor 15s detects the third game ball from the downstream end among the game balls that remain in the rectifier passage 7. In other words, the rectifier inlet sensor 15s is positioned to detect the third game ball among the game balls that are sent to the launching device.
[0043] Figure 6 illustrates the rectifier outlet sensor 17s. Figure 6 shows the rectifier 9 and base plate 11 removed. The rectifier outlet sensor 17s is provided on the back side of the base plate 11. A ball-feeding hole 19 into which one game ball can enter is formed on the back side of the base plate 11. The rectifier outlet sensor 17s detects game balls passing through the ball-feeding hole 19. In the game machine 100, the number of game balls held by the player and the number of balls launched are counted by detecting game balls with the rectifier inlet sensor 15s and the rectifier outlet sensor 17s.
[0044] As described above, in the gaming machine 100, the game balls circulate within the gaming machine body 102 by the circulation unit 1. Next, the internal configuration of the gaming machine 100 will be explained.
[0045] (Internal configuration of the control system) Figure 7 is a block diagram of the gaming machine 100. The gaming machine 100 comprises a main control board 100A, a frame control board 200A, and a sub-control board 300A.
[0046] The main control board 100A controls the basic operation of the game. The main control board 100A is equipped with a main CPU 100a, a main ROM 100b, and a main RAM 100c. The main CPU 100a reads the program stored in the main ROM 100b based on input signals from various detection switches and timers, performs calculations, directly controls various devices and displays, or sends commands to other boards according to the results of the calculations. The main RAM 100c functions as a data work area during calculations performed by the main CPU 100a.
[0047] The gaming machine 100 is broadly divided into two types: special games, which are mainly started by the entry of game balls into the first start port 120 or the second start port 122, and regular games, which are started when game balls pass through the gate 124. The main ROM 100b of the main control board 100A stores various programs for running the special games and regular games, as well as data and tables necessary for each type of game.
[0048] The main control board 100A is connected to the following: a general prize entry detection switch 118s for detecting when a game ball enters the general prize entry
[0049] Furthermore, the main control board 100A is connected to a standard electric mechanism solenoid 122c that operates the movable piece 122b of the second start opening 122, and a large prize opening solenoid 126c that operates the opening / closing door 126b that opens and closes the large prize opening 126. Thus, the main control board 100A controls the opening and closing of the second start opening 122 and the large prize opening 126.
[0050] Furthermore, the main control board 100A is connected to multiple indicators that show the state of the game, including a first special symbol indicator that displays special symbols, a second special symbol indicator, a first special symbol reserve indicator that displays the number of special 1 or special 2 reserves, a second special symbol reserve indicator, a normal symbol indicator that displays normal symbols, and a normal symbol reserve indicator that displays the number of normal symbol reserves. Here, each of these indicators is referred to as the main indicator 128. The main control board 100A controls the display of the main indicator 128.
[0051] Furthermore, an anomaly detection sensor 132s is connected to the gaming machine 100. The anomaly detection sensor 132s consists of, for example, a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and so on. An anomaly detection signal is input from the anomaly detection sensor 132s to the main control board 100A.
[0052] Furthermore, a setting change switch 134s is provided on the back of the game board 104. The setting change switch 134s is configured to be accessible by a dedicated key. When the setting change switch 134s is turned ON, it is possible to change and check the setting value. Although a detailed explanation is omitted, the game machine 100 stores one of six setting values with different levels of advantage as a registered setting value in the setting value buffer, and the game proceeds according to the stored registered setting value.
[0053] Furthermore, a setting value display unit 134 is provided on the back of the game board 104, which displays the registered setting value. The main control board 100A displays the registered setting value on the setting value display unit 134 when changing or checking the setting value.
[0054] Furthermore, a RAM clear button is provided on the back of the game board 104 so that it can be pressed, and the pressing of this RAM clear button is detected by the RAM clear switch 136s. The RAM clear switch 136s is connected to the main control board 100A, and a RAM clear operation signal is input from the RAM clear switch 136s to the main control board 100A. When the power is turned on, if a RAM clear operation signal is input from the RAM clear switch 136s, the main CPU 100a clears the main RAM 100c.
[0055] Furthermore, the frame control board 200A and the sub-control board 300A are connected to the main control board 100A.
[0056] The sub-control board 300A includes a sub-CPU 300a, a sub-ROM 300b, and a sub-RAM 300c. The sub-control board 300A primarily controls the game's effects during gameplay. The sub-control board 300A is connected to the main effect display unit 200m and sub-effect display unit 20m, the effect mechanism device 202, the effect lighting device 204, the sound output device 206, the effect button detection switch 208s, and the directional key detection switch 209s, all of which are provided in the effect display device 200. Specifically, the sub-control board 300A performs image display control to display images on the main effect display unit 200a and the sub-effect display unit 201a. In addition, the sub-control board 300A controls the movement of the effect mechanism device 202, the illumination of the effect lighting device 204, and the output of sound from the sound output device 206. Furthermore, when an operation detection signal is received from the performance button detection switch 208s, which detects when the performance button 208 is pressed, and the directional key detection switch 209s, which detects when the directional key 209 is pressed, predetermined processing is performed.
[0057] The frame control board 200A includes a frame control CPU 200a, a frame control ROM 200b, and a frame control RAM 200c. Together with the main control board 100A, the frame control board 200A performs various controls related to the progress of the game, such as controls for launching game balls and controls for dispensing prize balls. The frame control board 200A is connected to the main control board 100A so as to be able to communicate bidirectionally. The frame control board 200A is described in detail below.
[0058] Figure 8 is a diagram illustrating the frame control board 200A. The frame control board 200A is equipped with a ball removal switch 201s, an error clear switch 202s, a game ball count clear switch 203s, a RAM clear switch 204s, and a firing intensity volume 205s.
[0059] The ball removal switch 201s detects the operation of the ball removal button located on the frame control board 200A. When the power is turned on while the ball removal button is operated, the machine is set to ball removal mode. Ball removal mode is a mode in which game balls can be ejected from the game machine body 102. When replacing game balls for maintenance, etc., the machine can be set to ball removal mode to eject the game balls from the game machine body 102.
[0060] The error clear switch 202s detects the operation of the error clear button located on the frame control board 200A. The error state is cleared when the error clear button is operated.
[0061] The game ball count clear switch 203s detects the operation of the game ball count clear button located on the frame control board 200A. The frame control board 200A counts the number of game balls held by the player, but when the power is turned on while the game ball count clear switch 203s is operated, the game ball count is cleared.
[0062] The RAM clear switch 204s detects the operation of the RAM clear button located on the frame control board 200A. When the power is turned on while the RAM clear switch 204s is operated, the frame control RAM 200c is cleared.
[0063] The firing intensity volume 205s controls the current value of the firing solenoid 231c, which will be described later, and fires the game balls with an intensity corresponding to the operating angle of the operating handle 106.
[0064] Furthermore, the frame control board 200A is connected to a foul ball sensor 210s, a radio wave sensor 211s, an open switch 212s, a handle volume 213s, a firing stop switch 214s, a touch sensor 215s, an out switch 216s, a ball count shortage sensor 217s, a ball count excess sensor 218s, a lift motor sensor 5s, a rectifier inlet sensor 15s, a rectifier outlet sensor 17s, and a counting switch 219s.
[0065] The foul ball sensor 210s detects game balls that were launched toward the game area 110 but did not reach the game area 110 and were instead led to the foul passage. The radio wave sensor 211s detects radio waves. The open switch 212s detects that the front door is open. The handle volume 213s detects the operating angle of the operating handle 106.
[0066] The launch stop switch 214s detects the operation of the launch stop button located on the operating handle 106. When the launch stop button is operated, the launch of game balls is stopped regardless of the operating angle of the operating handle 106. The touch sensor 215s detects when the player's hand is touching the operating handle 106. The out switch 216s detects game balls that have been ejected from the game area 110 to the back side of the game board 104.
[0067] The ball count shortage sensor 217s detects when the number of game balls circulating inside the game machine body 102 is low. The ball count excess sensor 218s detects when the number of game balls circulating inside the game machine body 102 is high. The lifting motor sensor 5s detects the rotation of the lifting motor 5c. The rectifier inlet sensor 15s detects game balls in the rectifier passage 7. The rectifier outlet sensor 17s detects game balls sent from the rectifier passage 7 to the launching device side. The counting switch 219s is located on the counting button and detects the counting operation input by the player.
[0068] As described above, the frame control board 200A receives various detection signals from the foul ball sensor 210s, radio wave sensor 211s, release switch 212s, handle volume 213s, firing stop switch 214s, touch sensor 215s, out switch 216s, ball count shortage sensor 217s, ball count excess sensor 218s, lifting motor sensor 5s, rectifier inlet sensor 15s, rectifier outlet sensor 17s, and counting switch 219s.
[0069] Furthermore, the frame control board 200A is connected to a lifting motor 5c, a rectifier solenoid 9c, and a launching solenoid 231c. The lifting motor 5c drives the lifting screw 5 mentioned above. The rectifier solenoid 9c sends the game balls that are stuck in the rectifier passage 7 one by one to the launching device. The launching solenoid 231c is installed in the launching device and launches the game balls toward the game area 110. The lifting motor 5c, rectifier solenoid 9c, and launching solenoid 231c are controlled by the frame control board 200A.
[0070] Furthermore, the frame control board 200A is connected to a game ball count display device 240, a frame control display unit 241, and a performance display monitor 242. The game ball count display device 240 is installed in a location visible to the player during gameplay, for example, on the front door. The game ball count display device 240 displays the number of game balls the player possesses. The frame control display unit 241 is installed in a location not visible to the player during gameplay, such as the back of the game board 104. The frame control display unit 241 displays the input status of signals from each sensor connected to the frame control board 200A, as well as error status, etc. The performance display monitor 242 is installed in a location not visible to the player during gameplay and displays the base ratio, etc. The game ball count display device 240, the frame control display unit 241, and the performance display monitor 242 are all controlled by the frame control board 200A. Furthermore, the various displays on the frame control board 200A employ a dynamic lighting method that periodically controls the lighting by switching the lighting position with each interrupt. For example, the game ball count display device 240 is composed of a 6-digit segment (7-segment), but it is configured to output display data one digit at a time with 6 interrupts.
[0071] Furthermore, the frame control board 200A is connected to the dedicated unit 250 via the game ball dispensing device connection terminal board 243. The frame control board 200A and the dedicated unit 250 are connected in a way that enables bidirectional communication.
[0072] The dedicated unit 250 includes, for example, a banknote slot for inserting banknotes, a card slot for inserting IC cards, and an LCD display that shows the remaining balance, etc. Based on the player's actions, the dedicated unit 250 updates the balance on the IC card and dispenses game balls. The dedicated unit 250 is also connected to the hall computer of the amusement arcade and transmits game machine information, etc., transmitted from the frame control board 200A to the hall computer.
[0073] The following describes the processing performed by the main control board 100A, the frame control board 200A, and the dedicated unit 250 in the managed gaming machine 100. In this embodiment, characteristic processing in the main control board 100A, the frame control board 200A, and the dedicated unit 250 will be extracted and described. Therefore, the processing described below is only a part of the processing performed by the main control board 100A, the frame control board 200A, and the dedicated unit 250.
[0074] Figure 9 is a sequence diagram showing the processing in the main control board 100A and the frame control board 200A. Note that Figure 9 shows the processing when the power is turned on and no setting changes or setting checks are performed, and no abnormalities occur. The main control board 100A and the frame control board 200A are each connected to the power supply board. When power is turned on to the gaming machine 100, the main control startup process S1 is executed on the main control board 100A, and the frame control startup process s1 is executed on the frame control board 200A. The main control startup process S1 and the frame control startup process s1 are executed independently of each other.
[0075] In the main control startup process S1, the main control board 100A performs checks on actuators controlled by the main control board 100A, such as the standard electric mechanism solenoid 122c and the large prize slot solenoid 126c, as well as checks on displays controlled by the main control board 100A, such as the main display 128. The checks on the displays include checking the setting value display 134. In the main control startup process S1, the main CPU 100a makes the setting value display 134 blink, allowing visual confirmation that there are no abnormalities in the LED. This check of the setting value display 134 continues after the completion of the main control startup process S1 until the game is ready to play.
[0076] In the frame control startup process s1, confirmation operations are performed on each display controlled by the frame control board 200A. The frame control startup process s1 will be explained using Figure 10.
[0077] Figure 10 is a flowchart illustrating the frame control activation process s1.
[0078] (s1-1) When power is supplied to the frame control board 200A, the frame control CPU 200a determines whether the game ball count clear switch 203s is in the ON state, that is, whether the power was supplied while the game ball count clear button was operated. If it is determined that the game ball count clear switch 203s is in the ON state, the process moves to s1-2; if it is determined that the game ball count clear switch 203s is not in the ON state, the process moves to s1-3.
[0079] (s1-2) The frame control CPU 200a clears the memory area of the frame control RAM 200c that stores the number of game balls the player possesses.
[0080] (s1-3) The frame control CPU 200a determines whether the ball removal switch 201s is in the ON state, that is, whether the power was turned on while the ball removal button was operated. If it is determined that the ball removal switch 201s is in the ON state, the process moves to s1-4; if it is determined that the ball removal switch 201s is not in the ON state, the process moves to s1-6.
[0081] (s1-4) The frame control CPU 200a determines whether the number of game balls the player possesses is 0. If it determines that the number of game balls is 0, it proceeds to s1-5; if it determines that the number of game balls is not 0, it proceeds to s1-6.
[0082] (s1-5) The frame control CPU 200a transitions to the ball removal state and terminates the frame control startup process. This transition to the ball removal state sets the internal state of the frame control board 200A to ball removal mode. Thus, in this embodiment, the ball removal mode is set when the number of game balls held by the player is 0 and the power is turned on while the ball removal button is operated. Details of the ball removal mode will be described later.
[0083] On the other hand, if the ball release button is not pressed when the power is turned on, or if the number of game balls held by the player is not zero, the confirmation operations from s1-6 onwards will be performed.
[0084] (s1-6) The frame control CPU 200a sets the confirmation timer and the post-startup elapsed time timer. The confirmation timer measures the time for which confirmation operations of various displays, etc., are continued; in this case, a timer value equivalent to, for example, 5 seconds is set in the confirmation timer. The post-startup elapsed time timer measures the elapsed time since the frame control board 200A was started; in this case, a timer value equivalent to, for example, 3 minutes is set in the post-startup elapsed time timer. The times set in the confirmation timer and the post-startup elapsed time timer are not limited. It is sufficient that the time set in the post-startup elapsed time timer is longer than the time set in the confirmation timer.
[0085] (s1-7) The frame control CPU 200a performs a verification operation of the game ball count display device 240. Here, the frame control CPU 200a controls the game ball count display device 240 to either light up or blink.
[0086] (s1-8) The frame control CPU 200a performs a verification operation on the performance display monitor 242. In this operation, the frame control CPU 200a controls the performance display monitor 242 to either light up or blink.
[0087] (s1-9) The frame control CPU 200a performs a wait process and waits until a predetermined time (for example, a few milliseconds to several hundred milliseconds) has elapsed.
[0088] (s1-10) When a predetermined time has elapsed, the frame control CPU 200a decrements the timer value of the confirmation timer.
[0089] (s1-11) Furthermore, the frame control CPU 200a subtracts the timer value of the time elapsed since startup.
[0090] (s1-12) The frame control CPU 200a determines whether the timer value of the confirmation timer is 0. If it determines that the timer value of the confirmation timer is 0, it moves to s1-13; if it determines that the timer value of the confirmation timer is not 0, it moves to s1-7.
[0091] (s1-13) The frame control CPU 200a terminates the verification operation of the game ball count display device 240 and the performance display monitor 242. As a result, the verification operation of the game ball count display device 240 and the performance display monitor 242 will continue until the time set in the verification timer (for example, 5 seconds) has elapsed.
[0092] (s1-14) The frame control CPU 200a turns on a command permission signal that allows sending and receiving information with the main control board 100A, and terminates the frame control startup process.
[0093] Returning to Figure 9, when the frame control startup process s1 is completed on the frame control board 200A, various processes are executed by timer interrupts. At this time, the frame control board 200A executes information reception process s2 and dedicated unit connection confirmation process s4 for each timer interrupt.
[0094] Figure 11 is a flowchart illustrating the information reception process s2.
[0095] (s2-1) The frame control CPU 200a determines whether it has received gaming machine installation information from the main control board 100A. The gaming machine installation information is repeatedly transmitted to the frame control board 200A at predetermined intervals (for example, 100ms) after the completion of the main control startup process S1 on the main control board 100A. If it determines that it has received gaming machine installation information, the frame control CPU 200a moves processing to s2-2. If it determines that it has not received gaming machine installation information, the frame control CPU 200a moves processing to s3.
[0096] (s2-2) The frame control CPU 200a transmits response information to the main control board 100A. This response information informs the main control board 100A that it has properly received the gaming machine installation information. The information reception process s2 is also executed during ball removal mode. The response information is configured to identify whether or not the ball removal state is active, and the main control board 100A can determine from the response information whether or not the frame control board 200A is in ball removal mode.
[0097] (s2-3) The frame control CPU 200a sets the post-transmission elapsed time timer. The post-transmission elapsed time timer measures the time elapsed since the response information was transmitted, and in this case, for example, a timer value equivalent to 1 second is set in the post-transmission elapsed time timer.
[0098] (s2-4) The frame control CPU 200a determines whether the timer value of the time elapsed since startup is greater than 0. If it determines that the timer value is greater than 0, it moves to s2-5; if it determines that the timer value is not greater than 0, it terminates the information reception process.
[0099] (s2-5) The frame control CPU 200a resets the elapsed time timer after startup.
[0100] (s2-6) The frame control CPU 200a displays the number of game balls on the game ball count display device 240. That is, after the frame control startup process s1 is completed, or in other words, after the frame control board 200A is powered on and before the time elapsed since startup (for example, 3 minutes) has passed, when the game machine installation information is first received from the main control board 100A, the number of game balls is displayed on the game ball count display device 240.
[0101] (s2-7) The frame control CPU 200a starts displaying performance on the performance display monitor 242. That is, after the frame control startup process s1 is completed, or in other words, after the frame control board 200A is powered on and before the time elapsed since startup (for example, 3 minutes) has passed, when the CPU first receives the gaming machine installation information from the main control board 100A, the performance display on the performance display monitor 242 starts.
[0102] Figure 12 is a flowchart illustrating the wire break detection process s3. If it is determined in s2-1 that the gaming machine installation information has not been received, the wire break detection process s3 is executed.
[0103] (s3-1) The frame control CPU 200a determines whether the timer value of the time elapsed since startup is greater than 0. If it determines that the timer value is greater than 0, it moves to s3-2; otherwise, it moves to s3-5.
[0104] (s3-2) The frame control CPU 200a subtracts the timer value of the startup time elapsed timer.
[0105] (s3-3) The frame control CPU 200a determines whether the timer value updated in s3-2 is 0. If it determines that the timer value is 0, it moves to s3-4; if it determines that the timer value is not 0, it terminates the disconnection detection process.
[0106] (s3-4) The frame control CPU 200a determines that a disconnection error has occurred between the frame control board 200A and the main control board 100A, and executes disconnection error processing. In disconnection error processing, the frame control CPU 200a displays a predetermined error on the frame control display unit 241, for example. In addition, during disconnection error processing, processing to stop the game, such as stopping the launching or dispensing of game balls, may be executed.
[0107] (s3-5) On the other hand, in s3-1, if it is determined that the timer value of the time elapsed since startup is 0, the frame control CPU 200a subtracts the timer value of the time elapsed since transmission.
[0108] (s3-6) The frame control CPU 200a determines whether the timer value updated in s3-5 is 0. If it determines that the timer value is 0, it proceeds to s3-4 as described above; if it determines that the timer value is not 0, it terminates the disconnection detection process.
[0109] According to the above disconnection detection process, if the frame control board 200A is unable to receive game machine installation information from the main control board 100A during the time elapsed after power is applied to the frame control board 200A (for example, 3 minutes), a disconnection error process is executed. The time required for the main control startup process S1 is less than 3 minutes, and once the main control startup process S1 is completed, game machine installation information is transmitted at intervals of, for example, 100ms. Therefore, if the main control board 100A has completed the main control startup process S1 and is ready to transmit game machine installation information, but is unable to receive the information, it is determined that a disconnection error has occurred in the frame control board 200A.
[0110] Furthermore, if the interval between receiving the gaming machine installation information exceeds the elapsed time since transmission (for example, 1 second), a disconnection error is also executed. Therefore, for example, since the gaming machine installation information is transmitted at 100ms intervals, if the gaming machine installation information is not received 10 times in a row, it is determined that a disconnection error has occurred in the frame control board 200A.
[0111] Figure 13 is a sequence diagram showing the processing in the frame control board 200A and the dedicated unit 250. After the frame control startup process s1 is completed, the frame control CPU 200a executes the dedicated unit connection confirmation process s4 (see Figure 9) at predetermined intervals. As shown in Figure 13, in the dedicated unit connection confirmation process, the frame control CPU 200a transmits connection confirmation information to the dedicated unit 250 at predetermined intervals. When the dedicated unit 250 receives the connection confirmation information, it transmits response information to the frame control board 200A. In this way, by repeating the transmission and reception of connection confirmation information and response information at predetermined intervals, it is confirmed that communication between the frame control board 200A and the dedicated unit 250 has been established.
[0112] Furthermore, if the frame control board 200A fails to receive response information from the dedicated unit 250 for a predetermined period of time, it determines that a disconnection error has occurred between the frame control board 200A and the dedicated unit 250, and the frame control CPU 200a performs the same disconnection error processing as described above. In addition, various other types of information are transmitted and received between the frame control board 200A and the dedicated unit 250 at predetermined intervals. Other types of information transmitted and received between the frame control board 200A and the dedicated unit 250 will be described later.
[0113] Returning to Figure 9, once the main control startup process S1 is completed on the main control board 100A, the main CPU 100a transmits the gaming machine installation information to the frame control board 200A at predetermined intervals (e.g., 100ms) (S2). The frame control board 200A executes the information reception process s2 for each timer interrupt, and upon receiving the gaming machine installation information, transmits response information to the main control board 100A.
[0114] When the main control board 100A first receives response information from the frame control board 200A, it sets its internal state to a playable state and also sets it to a launch-permitted state, which allows the launch of game balls (S3). The main CPU 100a also terminates the confirmation operation of the setting value indicator 134 and turns off the setting value indicator 134 when it sets the state to playable. This makes it possible to play from then on. Even after the state is set to playable, the main control board 100A and the frame control board 200A repeatedly send and receive game machine installation information and response information at predetermined time intervals.
[0115] Next, the ball removal mode will be explained. Figure 14 is a sequence diagram showing the processing in the main control board 100A and the frame control board 200A in the ball removal state. As described above, when the power is turned on while the ball removal button is operated, the frame control board 200A executes the frame control startup process s1, followed by the ball removal state processing s5, and sets the system to ball removal mode. Although not shown in the diagram, the dedicated unit connection confirmation process s4 described above is repeatedly executed at predetermined time intervals even in ball removal mode.
[0116] Figure 15 is a flowchart illustrating the ball removal process s5. The ball removal process s5 is executed each time a timer interrupt occurs.
[0117] (s5-1) The frame control CPU 200a checks the input signals from predetermined sensors connected to the frame control board 200A.
[0118] (s5-2) Next, the frame control CPU 200a updates the detected information based on the check results of s5-1. Here, for sensors where an input signal has been detected, it is stored that the input signal has been detected.
[0119] (s5-3) Next, the frame control CPU 200a lights up the lamps indicating the input status of the frame control indicator 241 based on the results of s5-1 and s5-2.
[0120] (s5-4) Next, the frame control CPU 200a lights up the lamp on the frame control indicator 241 that indicates the ball removal status.
[0121] Figure 16 is a diagram illustrating the frame control display unit 241. As shown in Figure 16(a), the frame control display unit 241 is equipped with six LED configuration groups 241a. One LED configuration group 241a consists of seven LEDs (so-called 7-segment displays) arranged to show the number 8, and a dot-shaped LED located in the lower right. The six LED configuration groups 241a are arranged in parallel with the frame control display unit 241, and the three LED configuration groups 241a on the left constitute an error status notification unit that notifies the occurrence of an error state. The fourth and fifth LED configuration groups 241a from the left constitute an input status notification unit that notifies the input state, and the rightmost LED configuration group 241a constitutes a ball removal status notification unit that notifies the ball removal state.
[0122] The error status notification unit, consisting of three LED configurations 241a, displays an error code corresponding to the currently occurring error state. Furthermore, of the two LED configurations 241a in the input status notification unit, the rightmost (fifth from the left) LED configuration 241a indicates the detection status of input signals from each sensor. Also, of the two LED configurations 241a in the input status notification unit, the leftmost (fourth from the left) LED configuration 241a indicates the current detection status of input signals from each sensor.
[0123] In the input status notification unit, the eight LEDs constituting the LED configuration group 241a that indicate the detected state of the input signal are each associated with one of the sensors connected to the frame control board 200A. The LED corresponding to the sensor that has detected the input signal lights up. Similarly, the eight LEDs constituting the LED configuration group 241a that indicate the current input signal detection state are also associated with one of the sensors connected to the frame control board 200A. The LED corresponding to the sensor that is currently detecting the input signal lights up.
[0124] The bulb removal status notification unit notifies that the device is currently set to bulb removal mode by lighting up a predetermined LED while the device is in bulb removal mode. For example, while the device is set to bulb removal mode, some of the LEDs in the input status notification unit and the bulb removal status notification unit will light up, as shown in Figure 16(b).
[0125] (s5-5) Returning to Figure 15, the frame control CPU 200a determines whether it is not connected to the dedicated unit 250. If it determines that it is not connected to the dedicated unit 250, it moves to s5-6; if it determines that it is not disconnected (connected), it moves to s5-9.
[0126] (s5-6) The frame control CPU 200a maintains a firing-prohibited state, which prohibits the firing of game balls. In the firing-prohibited state, it is impossible to fire game balls. Although a detailed explanation is omitted here, if a communication connection with the dedicated unit 250 has not been established, the firing-prohibited state will be in effect not only during ball removal mode but also during normal gameplay.
[0127] (s5-7) The frame control CPU 200a displays an error code indicating a disconnection error with the dedicated unit 250 on the error status notification section of the frame control display unit 241.
[0128] (s5-8) The frame control CPU 200a executes a ball removal process to eject game balls from the gaming machine body 102, and then terminates the process while the ball removal is in progress.
[0129] (s5-9) Furthermore, if a communication connection is established with the dedicated unit 250 (NO in s5-5), the frame control CPU 200a maintains the launch permission state that allows the launch of the game balls and moves the process to s5-8.
[0130] In a managed gaming machine where gaming balls circulate within the gaming machine body 102, a launch operation is required to discharge the gaming balls that remain in the gaming machine body 102, such as in the rectifier passage 7. Therefore, while the machine is set to ball removal mode, both the main control board 100A and the frame control board 200A must be maintained in a launch permission state.
[0131] Returning to Figure 14, even in the ball-removal state, when the game machine installation information is transmitted from the main control board 100A to the frame control board 200A (S2), response information is transmitted from the frame control board 200A to the main control board 100A. As described above, the response information is configured to identify whether or not the ball-removal state is in effect. Upon receiving the response information corresponding to the ball-removal state, the main control board 100A is set to the launch permission state, and an infinite loop is created thereafter (S3). As a result, both the main control board 100A and the frame control board 200A are in the launch permission state, and game balls can be ejected from the game machine body 102.
[0132] Note that the ball removal mode is terminated by turning off the power. In other words, the ball removal mode cannot be terminated while the power is on; it can only be terminated by turning off the power.
[0133] In this case, the ball removal mode, which involves ejecting game balls from the game machine body 102, must be performed with the front door open. When the front door is opened, a signal input from the open switch 212s indicates that an error state has occurred due to the door being open. Furthermore, in ball removal mode, the number of game balls circulating within the game machine body 102 decreases, so a signal input from the ball count shortage sensor 217s indicates that an error state has occurred due to insufficient game balls. Thus, during ball removal mode, various error states overlap.
[0134] However, during ball removal mode, these error conditions do not occur due to malfunctions or errors, but rather occur appropriately. Therefore, it is undesirable for the frame control indicator 241 to notify various errors during ball removal mode. Accordingly, the frame control indicator 241 does not notify errors during ball removal mode.
[0135] On the other hand, as mentioned above, if a disconnection occurs between the frame control board 200A and the dedicated unit 250, it becomes impossible to launch game balls under any circumstances. If a disconnection occurs between the frame control board 200A and the dedicated unit 250 while in ball-removal mode, it becomes impossible to launch game balls, and game balls cannot be ejected from the game machine body 102. In this case, if an error code is not displayed in the error status notification unit, the reason why game balls cannot be launched becomes unknown, and the disconnection cannot be repaired.
[0136] In this embodiment, if a wire break error occurs during the ball removal mode, an error code corresponding to the wire break error is displayed on the error status notification unit of the frame control display 241 during processing s5-7 in the ball removal state. At this time, for example, as shown in Figure 16(c), "H04." is displayed on the error status notification unit of the frame control display 241. In this way, since the wire break error state is notified during the ball removal mode, it becomes possible to identify and resolve the wire break error state early.
[0137] Next, we will explain the information transmitted from the frame control board 200A to the dedicated unit 250. Figure 17 is a diagram illustrating the gaming machine information. The frame control board 200A transmits gaming machine information to the dedicated unit 250. The gaming machine information is transmitted from the frame control board 200A to the dedicated unit 250 at 300ms intervals after the frame control board 200A has finished starting up. This gaming machine information includes one of the following: hall control system fraud monitoring information, gaming machine installation information, or gaming machine performance information.
[0138] The hall control system and fraud monitoring information notifies of jackpots, probability changes, time reductions, the number of balls entered into each prize slot, the number of game balls, error status, and fraud monitoring information. Specifically, the hall control system and fraud monitoring information is information that can identify the current game status on the main control board 100A (for example, during a big win game, during a high probability game state, during a time reduction game state, etc.) and any error statuses that are occurring.
[0139] The gaming machine installation information includes identifying information such as the manufacturer code, product code, and chip ID number of the main CPU 100a and the frame control CPU 200a.
[0140] Gaming machine performance information includes identifiable information such as the total number of game balls launched, the total number of game balls acquired, the payout rate, the number of game balls acquired per minute, the ratio of bonus features, and the ratio of consecutive bonus features.
[0141] As shown in Figure 17, the hall control system's fraud monitoring information, gaming machine installation information, and gaming machine performance information are assigned priorities. Here, the hall control system's fraud monitoring information, which is displayed when there is a change in the state of gameplay (state change), is set to the highest priority, 1st priority. The frame control board 200A determines whether or not there is a state change based on commands transmitted from the main control board 100A. The gaming machine installation information is set to the 2nd priority, and the gaming machine performance information is set to the 3rd priority. Finally, the hall control system's fraud monitoring information, which is displayed when there is no change in the state of gameplay (no state change), is set to the lowest priority, 4th priority.
[0142] Furthermore, notification cycles are set for each of the following: hall control / fraud monitoring information, gaming machine installation information, and gaming machine performance information. Here, the hall control / fraud monitoring information is set to a notification cycle of 300ms, the gaming machine installation information is set to a notification cycle of 60s, and the gaming machine performance information is set to a notification cycle of 180s. The frame control board 200A determines whether to include hall control / fraud monitoring information, gaming machine installation information, or gaming machine performance information in the gaming machine information based on the presence or absence of a state change, priority, and notification cycle.
[0143] Figure 18 illustrates the gaming machine information transmitted to the dedicated unit 250 when there is no change in status. After startup is complete, if there is no change in status, first, hall control fraud monitoring information is transmitted to the dedicated unit 250. Then, hall control fraud monitoring information is transmitted every 300ms. After 60 seconds have elapsed since startup is complete, the second-priority gaming machine installation information is transmitted.
[0144] Even after the gaming machine installation information is transmitted, hall control / fraud monitoring information is transmitted every 300ms, and 60 seconds after the initial transmission of the gaming machine installation information, the same information is transmitted again.
[0145] Here, the gaming machine performance information, which is set as the third priority, has a notification cycle of 180 seconds. However, since the 180-second notification cycle overlaps with the 60-second notification cycle, the timing of sending the gaming machine performance information will always coincide with the timing of sending the gaming machine installation information. In this case, the gaming machine installation information, which has a relatively higher priority, will be sent.
[0146] For example, after startup is complete, 180 seconds have elapsed, and the relatively higher priority of the gaming machine installation information is transmitted. Therefore, the relatively lower priority of the gaming machine performance information is not transmitted at the originally scheduled transmission timing. In this way, information that was not transmitted at the original transmission timing is transmitted at the next gaming machine information transmission timing. That is, the gaming machine performance information is transmitted at the next gaming machine information transmission timing, 300ms after the transmission of the gaming machine installation information.
[0147] In this manner, if there is no change in status, hall control fraud monitoring information is basically sent every 300ms. In addition, every 60s, gaming machine installation information is sent instead of hall control fraud monitoring information, and every 180s, gaming machine installation information is sent instead of hall control fraud monitoring information.
[0148] Figure 19 is the first diagram illustrating the gaming machine information transmitted to the dedicated unit 250 when a state change occurs. As shown in Figure 19, assume that gaming machine installation information is transmitted, and then, without any state changes occurring, hall control fraud monitoring information is transmitted every 300ms. Then, assume that a state change occurs just before 60s have elapsed since the transmission of the gaming machine installation information, that is, just before the next transmission of gaming machine installation information.
[0149] Because the hall control system's fraud monitoring information is given the highest priority when there is a change in status, it is sent 60 seconds after the gaming machine installation information is sent. The hall control system's fraud monitoring information sent at this time is different from the information sent 300ms earlier. In this case, the gaming machine installation information is sent at the next transmission timing after the hall control system's fraud monitoring information for a status change is sent, i.e., 300ms later.
[0150] Figure 20 is a second diagram illustrating the gaming machine information transmitted to the dedicated unit 250 when a state change occurs. As shown in Figure 20, assume that gaming machine installation information is transmitted, and 300ms later, gaming machine performance information is transmitted. Furthermore, assume that no state change occurs thereafter, and gaming machine information is transmitted every 300ms. Then, assume that a state change occurs just before 180s have elapsed since the transmission of the gaming machine installation information, that is, just before the next transmission of gaming machine installation information.
[0151] In this case, 180 seconds after the initial transmission of the gaming machine installation information, the hall control system / fraud monitoring information is transmitted. This hall control system / fraud monitoring information is different from the information transmitted 300ms earlier. In this case, the next transmission timing after the hall control system / fraud monitoring information indicating a status change is transmitted, i.e., 300ms later, is when the gaming machine installation information is transmitted, and then another 300ms later, the gaming machine performance information is transmitted.
[0152] As described above, in this embodiment, information that could not be transmitted in the original notification cycle is carried over and transmitted at the next transmission timing. Therefore, in this embodiment, as a result of the continuous transmission of gaming machine installation information and gaming machine performance information, the transmission interval of hall control fraud monitoring information becomes a maximum of 900ms, as shown in Figures 18 and 20.
[0153] The hall control system's fraud monitoring information notifies the dedicated unit 250 of the game's progress, as well as any errors occurring and the possibility of fraud. Therefore, when an error occurs, it is necessary to reliably transmit the hall control system's fraud monitoring information to the dedicated unit 250 to notify the outside world of the error. However, as mentioned above, if the transmission interval for the hall control system's fraud monitoring information is 900ms, there is a risk that the hall control system's fraud monitoring information notifying the error will not be transmitted to the dedicated unit 250.
[0154] Figure 21 illustrates the comparative example of gaming machine information transmitted to the dedicated unit 250 when fraud is detected. For example, as shown in Figure 21, suppose fraud (or an error state) is detected just before 180 seconds have elapsed since the gaming machine installation information was transmitted. In this case, if there is no change in the progress of the game, the priority of the hall computer fraud monitoring information will be the lowest, the 4th priority. Therefore, 180 seconds after the initial transmission of the gaming machine installation information, the gaming machine installation information is transmitted, and 300ms later, the gaming machine performance information is transmitted.
[0155] Then, assume that the fraud detection is completed immediately after the gaming machine performance information is transmitted. In this case, 300ms after the gaming machine performance information is transmitted, no fraud is detected, and therefore hall computer fraud monitoring information is transmitted notifying that no fraud has occurred. If gaming machine information is transmitted based solely on the state of the transmission timing, there is a risk that error conditions or fraud that occur in a short period of time cannot be notified to the dedicated unit 250. Therefore, in this embodiment, in order to reliably notify the dedicated unit 250 of any error conditions or fraud that occur, the frame control board 200A performs the following processing.
[0156] Figure 22 is a flowchart illustrating the frame control board error handling. The frame control board error handling shown in Figure 22 is executed on the frame control board 200A each time a timer interrupt occurs.
[0157] (s10-1) The frame control CPU 200a performs error checks based on input signals from each sensor.
[0158] (s10-2) The frame control CPU 200a determines whether a new error has occurred based on the error check in s10-1. If it determines that a new error has occurred, it moves to s10-3; if it determines that no new error has occurred, it moves to s10-5.
[0159] (s10-3) The frame control CPU 200a sets an error state corresponding to the newly occurring error.
[0160] (s10-4) The frame control CPU 200a sets (stores) a transmission error code corresponding to a newly occurring error in a predetermined memory area of the frame control RAM 200c. The transmission error code matches the information contained in the hall control fraud monitoring information, and if multiple errors occur simultaneously, multiple transmission error codes are set.
[0161] (s10-5) The frame control CPU 200a determines whether the error has been cleared. If it determines that the error has been cleared, it proceeds to s10-6; if it determines that the error has not been cleared, it terminates the frame control board error processing.
[0162] (s10-6) The frame control CPU 200a clears the error state corresponding to the cleared error and terminates the frame control board error processing.
[0163] According to the above process, the error status managed by the frame control board 200A is cleared when the error is resolved, but the error code for transmission is not cleared when the error is resolved.
[0164] Figure 23 is a first flowchart illustrating the dedicated unit communication process, and Figure 24 is a second flowchart illustrating the dedicated unit communication process. The processes shown in Figures 23 and 24 are executed on the frame control board 200A each time a timer interrupt occurs.
[0165] (s11-1) The frame control CPU 200a checks the timer. This timer measures the elapsed time since the startup process and is updated each time a timer interrupt occurs after startup is complete.
[0166] (s11-2) The frame control CPU 200a determines whether the timer time confirmed in s11-1 is a multiple of 300ms. If it determines that it is a multiple of 300ms, it moves to s11-3; if it determines that it is not a multiple of 300ms, it terminates the dedicated unit communication process.
[0167] (s11-3) The frame control CPU 200a determines whether there is a state change. If it determines that there is a state change, it moves the process to s11-4; if it determines that there is no state change, it moves the process to s11-11.
[0168] (s11-4) The frame control CPU 200a sets the gaming machine information, including hall control and fraud monitoring information.
[0169] (s11-5) The frame control CPU 200a determines whether the timer time confirmed in s11-1 is a multiple of 60s. If it determines that it is a multiple of 60s, it moves to s11-6; if it determines that it is not a multiple of 60s, it moves to s11-7.
[0170] (s11-6) The frame control CPU 200a turns on the "Not Transmitted Gaming Machine Installation Information" flag, which indicates that gaming machine information, including gaming machine installation information, has not yet been transmitted.
[0171] (s11-7) The frame control CPU 200a determines whether the timer time confirmed in s11-1 is a multiple of 180s. If it is determined to be a multiple of 180s, it moves to s11-8; if it is determined not to be a multiple of 180s, it moves to s11-9.
[0172] (s11-8) The frame control CPU 200a turns on the "Not Transmitted Gaming Machine Performance Information" flag, which indicates that gaming machine information, including gaming machine performance information, has not yet been transmitted.
[0173] (s11-9) The frame control CPU 200a transmits the gaming machine information set in each of the above steps and terminates the dedicated unit communication process.
[0174] (s11-11) Furthermore, in s11-3, if it is determined that there is no change in state, the frame control CPU 200a determines whether the timer time confirmed in s11-1 is a multiple of 60s, as shown in Figure 24. If it is determined that it is a multiple of 60s, the process moves to s11-12; if it is determined that it is not a multiple of 60s, the process moves to s11-15.
[0175] (s11-12) The frame control CPU 200a sets the gaming machine information, including the gaming machine installation information.
[0176] (s11-13) The frame control CPU 200a determines whether the timer time confirmed in s11-1 is a multiple of 180s. If it is determined to be a multiple of 180s, it moves to s11-14; otherwise, it moves to s11-9.
[0177] (s11-14) The frame control CPU 200a turns on the flag indicating that the gaming machine performance information has not been transmitted.
[0178] (s11-15) The frame control CPU 200a determines whether the "Not Transmitting Gaming Machine Installation Information" flag is turned on. If it determines that the "Not Transmitting Gaming Machine Installation Information" flag is turned on, it proceeds to steps s11-16; otherwise, it proceeds to step s11-18.
[0179] (s11-16) The frame control CPU 200a sets the gaming machine information, including the gaming machine installation information.
[0180] (s11-17) The frame control CPU 200a turns off the flag indicating that the gaming machine installation information has not been transmitted.
[0181] (s11-18) The frame control CPU 200a determines whether the "Gaming Machine Performance Information Not Transmitted" flag is turned on. If it determines that the "Gaming Machine Performance Information Not Transmitted" flag is turned on, it proceeds to steps s11-19; otherwise, it proceeds to step s11-21.
[0182] (s11-19) The frame control CPU 200a sets the gaming machine information, including gaming machine performance information.
[0183] (s11-20) The frame control CPU 200a turns off the flag indicating that the gaming machine performance information has not been transmitted.
[0184] (s11-21) Next, the frame control CPU 200a sets the gaming machine information, including hall control and fraud monitoring information.
[0185] (s11-22) The frame control CPU 200a determines whether a transmission error code is stored. If it determines that a transmission error code is stored, it proceeds to s11-23; if it determines that a transmission error code is not stored, it proceeds to s11-9.
[0186] (s11-23) The frame control CPU 200a updates the hall computer / fraud monitoring information included in the gaming machine information set in s11-21 with information indicating an error code for transmission. In other words, hall computer / fraud monitoring information indicating the occurrence of fraud is set here.
[0187] (s11-24) The frame control CPU 200a clears the transmission error codes stored in the frame control RAM 200c that were set in the hall control fraud monitoring information in s11-23, and then moves the process to s11-9.
[0188] Figure 25 illustrates the gaming machine information of this embodiment that is transmitted to the dedicated unit 250 when fraud is detected. Similar to the example shown in Figure 21, let's assume that fraud (or an error state) is detected just before 180 seconds have elapsed since the gaming machine installation information was transmitted. At this time, if there is no change in the progress of the game, the priority of the hall computer fraud monitoring information will be the lowest, the 4th priority. Therefore, 180 seconds after the initial transmission of the gaming machine installation information, the gaming machine installation information is transmitted, and 300ms later, the gaming machine performance information is transmitted.
[0189] Then, immediately after the gaming machine performance information is transmitted, the fraud detection is completed, as in the example above. In this case, 300ms after the gaming machine performance information is transmitted, no fraud has been detected, but the transmission error code has been stored. Therefore, in this embodiment, at the next transmission timing after the gaming machine performance information is transmitted, the hall computer fraud monitoring information, including the transmission error code, is transmitted.
[0190] As described above, according to this embodiment, if an error occurs and is then cleared, information indicating the occurrence of the error is output after the error is cleared. This makes it possible to reliably notify the dedicated unit 250 of the occurrence of the error, even if the error occurs and is cleared within a short period of time, making it easier to understand the occurrence of errors and malfunctions.
[0191] Next, we will explain the process for managing the number of game balls held by the player, that is, the number of balls held. In a managed gaming machine, game balls circulate within the gaming machine body 102. When a game ball is launched, as described above, the game balls that remain in the rectifier passage 7 are sent one by one to the launching device by the rectifier solenoid 9c. If the game balls are not detected properly at this time, the number of balls held cannot be counted properly, which may affect the progress of the game. The following describes the processing of the frame control board 200A to improve the accuracy of game ball count management.
[0192] Figure 26 is a flowchart illustrating the inventory management process. This inventory management process is executed on the frame control board 200A with each timer interrupt. While the timer interrupt period on the frame control board 200A is not particularly limited, here we assume that the timer interrupt is executed at a period of 1 ms (0.001 seconds).
[0193] (s20-1) The frame control CPU 200a checks the loan notification information received from the dedicated unit 250. Although a detailed explanation is omitted here, counting notification information, loan notification information, and loan receipt result response information are sent and received between the frame control board 200A and the dedicated unit 250 at predetermined intervals (e.g., 300ms).
[0194] Specifically, after a predetermined time (for example, 100ms) has elapsed since the frame control board 200A transmitted the game machine information to the dedicated unit 250, the frame control board 200A transmits counting notification information to the dedicated unit 250. This counting notification information includes the number of game balls currently held by the player, i.e., the number of balls held. Upon receiving the counting information, the dedicated unit 250 transmits lending notification information to the frame control board 200A.
[0195] This loan notification information includes the number of game balls to be lent to the player. For example, when a player inputs a loan operation into the LCD display of the dedicated unit 250, loan notification information indicating a predetermined number (the number of game balls lent per operation, i.e., per unit amount, can be set in the settings of the gaming store, for example, 125 balls / operation) is sent to the frame control board 200A. If no loan operation is input, loan notification information indicating 0 balls is sent to the frame control board 200A.
[0196] In the frame control board 200A, the received loan notification information is stored in a predetermined area of the frame control RAM 200c, and loan receipt result response information indicating that the loan notification information has been received is transmitted to the dedicated unit 250. In this way, count notification information indicating the current number of balls held and loan notification information indicating the number of new game balls to be loaned are transmitted and received between the frame control board 200A and the dedicated unit 250, and the information is shared between the two.
[0197] (s20-2) The frame control CPU 200a determines whether the number of loans included in the loan notification information confirmed in s20-1 is not 0, that is, whether there is a loan request from a player. If it is determined that the number of loans is not 0, the process moves to s20-3; if it is determined that the number of loans is 0, the possession management process is terminated.
[0198] (s20-3) If the number of borrowed items is not zero, the slot control CPU 200a updates the counter value that stores the number of items owned to the current counter value plus the number of borrowed items. The item ownership counter consists of a 3-byte data storage area (a storage area capable of handling 6-digit decimal data).
[0199] (s100) The frame control CPU 200a executes the process for displaying the number of balls updated in s20-3 on the game ball display device 240 when the number of balls has changed, and then terminates the ball management process.
[0200] Figure 27 is a flowchart illustrating the processing for changes in the number of balls held. This processing for changes in the number of balls held is executed when there is a change in the number of game balls held by the player (hereinafter referred to as "number of balls held"). Changes in the number of balls held occur when, as described above, the player inputs a lending operation to the dedicated unit 250 and game balls are lent out, when game balls are launched, when a foul ball is detected, when game balls enter and are dispensed into prize slots such as the general prize slot 118, the first start slot 120, the second start slot 122, and the large prize slot 126, and a detection signal is input from the counting switch 219s and the counting process is executed. In this way, when there is a change in the number of balls held, a dedicated module is called and the processing for changes in the number of balls held is executed.
[0201] (s100-1) The frame control CPU 200a sets the display count change timer to "1". The display count change timer measures the time until the number of balls held displayed on the game ball count display device 240 (the number of balls held displayed on the game ball count display device 240 is simply called the display number) is updated, that is, the update interval of the display number on the game ball count display device 240. The timer value of the display count change timer is decremented each time a timer interrupt occurs on the frame control board 200A.
[0202] (s100-2) The frame control CPU 200a determines whether the display switching flag is set to "2 (fast)". If it determines that the display switching flag is set to "2 (fast)", it terminates the process for when the number of possessions changes. If it determines that the display switching flag is not set to "2 (fast)", it moves the process to s100-3.
[0203] The display switching flag specifies the update interval for the number of displayed game balls on the game ball count display device 240. In this embodiment, the number of displayed game balls on the game ball count display device 240 is updated in increments of "1". For example, if 3 game balls are dispensed when the displayed number is "3", the number of players held is updated all at once from "3" to "6". In contrast, the number of displayed game balls on the game ball count display device 240 is updated in increments of "3" → "4" → "5" → "6".
[0204] Here, three display switching flags are provided: 0 (slow), 1 (medium), and 2 (fast). As will be explained in more detail later, when the display switching flag is 0, the update interval of the number displayed on the game ball count display device 240 is long. In other words, the update time when the number displayed on the game ball count display device 240 is updated by one level is long. When the display switching flag is 1, the update interval of the number displayed on the game ball count display device 240 is shorter than when the display switching flag is 0, and the update time when the number displayed is updated by one level is relatively short. When the display switching flag is 2, the update interval of the number displayed on the game ball count display device 240 is even shorter than when the display switching flag is 1, and the update time when the number displayed is updated by one level is the shortest.
[0205] In this embodiment, the display switching flag "0 (low speed)" is used to update the maximum number of prize balls awarded for a single win in a pachinko machine, which is 15 balls or less. "1 (medium speed)" is used to update the maximum number of prize balls awarded for a single win, which may occur simultaneously with a win in another winning slot, which is 30 balls or less. For updating a number of game balls greater than this, "2 (high speed)" is set.
[0206] (s100-3) The frame control CPU 200a checks the possession counter and obtains the current number of possessions.
[0207] (s100-4) The frame control CPU 200a checks the display counter, which stores the number of balls displayed on the game ball count display device 240, and obtains the number of balls currently displayed on the game ball count display device 240. The display counter, like the possession counter, consists of a 3-byte data storage area.
[0208] (s100-5) The frame control CPU 200a compares the most significant byte of the possession counter and the display counter to determine if they do not match. If it determines that they do not match, it moves to s100-11; if it determines that they do not match, it moves to s100-6.
[0209] (s100-6) The frame control CPU 200a subtracts the number of items displayed (obtained in s100-4) from the number of items owned (obtained in s100-3) and derives the difference. Here, the lower two bytes of the display counter data are subtracted from the lower two bytes of the item owned counter data. In this way, only the lower two bytes of the three bytes of data from the item owned counter and the display counter are used in the calculation, thus simplifying the process.
[0210] (s100-7) The frame control CPU 200a determines whether the difference calculated in s100-6 is 0. If it determines that the difference is 0, it terminates the process for when the number of possessions changes; if it determines that the difference is not 0, it moves on to s100-8.
[0211] (s100-8) The frame control CPU 200a calculates the absolute difference value based on the difference calculated in s100-6. The absolute difference value is obtained by converting the difference calculated in s100-6 into an absolute value.
[0212] (s100-9) The frame control CPU 200a determines whether the absolute difference calculated in s100-8 is less than 16. If it determines that the absolute difference is less than 16, it terminates the process for when the number of possessions changes. If it determines that the absolute difference is not less than 16, it moves the process to s100-10.
[0213] (s100-10) The frame control CPU 200a determines whether the absolute difference calculated in s100-8 is 51 or greater. If it determines that the absolute difference is 31 or greater, it moves the process to s100-11; if it determines that the absolute difference is not 31 or greater, it moves the process to s100-12.
[0214] (s100-11) The frame control CPU 200a sets the display switching flag to "2 (high speed)" and terminates the processing when the number of possessions changes.
[0215] (s100-12) The frame control CPU 200a sets the display switching flag to "1 (medium speed)" and terminates the processing when the number of possessions changes.
[0216] Figure 28 is a flowchart illustrating the process for changing the number of displayed items. This process is executed on the frame control board 200A for each timer interrupt. In other words, the process for changing the number of displayed items is executed at 1ms intervals.
[0217] (s110-1) The frame control CPU 200a decrements the display count change timer. If the timer value of the display count change timer is "0", the process proceeds directly to s110-2.
[0218] (s110-2) The frame control CPU 200a determines whether the timer value of the display count change timer is "0". If it determines that the timer value is "0", it moves to s110-3; if it determines that the timer value is not "0", it terminates the display count change process.
[0219] (s110-3) The frame control CPU 200a acquires the display switching flag.
[0220] (s110-4) The frame control CPU 200a sets the timer value of the display count change timer according to the flag value of the display switching flag obtained in s110-3.
[0221] Figure 29 illustrates the absolute difference value, display switching flag, and update interval. In this embodiment, the display switching flag is set to "0 (slow)" when the absolute difference value is 15 or less, the display switching flag is set to "1 (medium)" when the absolute difference value is 16 or more and 30 or less, and the display switching flag is set to "2 (fast)" when the absolute difference value is 31 or more.
[0222] In s110-4, when the display switching flag is "0 (low speed)", the timer value of the display count change timer is set to "20", meaning the update interval for the display count is set to 20ms. When the display switching flag is "1 (medium speed)", the timer value of the display count change timer is set to "10", meaning the update interval for the display count is set to 10ms. When the display switching flag is "2 (high speed)", the timer value of the display count change timer is set to "1", meaning the update interval for the display count is set to 1ms.
[0223] The timer settings for each display switching flag mentioned above are set to allow the display update to be completed within approximately 300ms after a predetermined trigger for updating the number of game balls occurs, when each display switching flag is set. For example, "0 (low speed)" updates a maximum of 15 balls, so if the update is every 20ms, the display update can be completed in 15 (balls) × 20 (ms) = 300ms, and "1 (medium speed)" updates a maximum of 30 balls, so the display update can be completed in 30 (balls) × 10 (ms) = 300ms. In addition, the maximum amount of change in the number of game balls that can be expected when multiple triggers for changes in the number of game balls occur consecutively or overlapping is assumed to be "251", which occurs when the counting process of 250 game balls to the dedicated unit 250 with a 300ms cycle due to the counting operation and the consumption of game balls by firing occur simultaneously. When the display switching flag is "2 (high speed)", the display update can be completed within 300ms with 251 (balls) × 1ms = 251ms.
[0224] (s110-5) Returning to Figure 28, the frame control CPU 200a checks the possession counter and obtains the current possession count.
[0225] (s110-6) The frame control CPU 200a checks the display count counter and obtains the current number of displays.
[0226] (s110-7) The frame control CPU 200a compares the number of items owned, obtained in s110-5, with the number of items displayed, obtained in s110-6.
[0227] (s110-8) The frame control CPU 200a determines whether the number of items owned and the number of items displayed, which were compared in s110-7, match. If it determines that they match, it moves to s110-9; otherwise, it moves to s110-10.
[0228] (s110-9) The frame control CPU 200a sets the display switching flag to "0 (low speed)" and ends the display number change process. As a result, when the update display on the game ball number display device 240 ends, the display switching flag becomes "0 (low speed)".
[0229] (s110-10) The frame control CPU 200a determines whether the display number is greater than the possession number. As a result, if it is determined that the display number is greater than the possession number, the process proceeds to s110-11, and if it is determined that the display number is not greater than the possession number, the process proceeds to s110-12.
[0230] (s110-11) The frame control CPU 200a subtracts "1" from the counter value of the display number counter, that is, the display number.
[0231] (s110-12) The frame control CPU 200a adds "1" to the counter value of the display number counter, that is, the display number.
[0232] (s1-10) The frame control CPU 200a executes an update display process of displaying the counter value of the display number counter updated in s110-11 or s110-12 on the game ball number display device 240, and ends the display number change process.
[0233] Figure 30 is a flowchart for explaining the circulation control process. This circulation control process is executed every timer interrupt on the frame control board 200A. In the circulation control process, the frame control CPU 200a performs a rectifier inlet sensor monitoring process (s21), a rectifier solenoid control process (s22), and a subtraction process (s23). Hereinafter, the rectifier inlet sensor monitoring process (s21), the rectifier solenoid control process (s22), and the subtraction process (s23) will be described using diagrams.
[0234] Figure 31 is a flowchart for explaining the rectifier inlet sensor monitoring process.
[0235] This tag should remain unchanged as per the rule. (s21-1) The frame control CPU 200a determines whether the rectifier inlet sensor 15s has detected a game ball. If it determines that a game ball has been detected, it proceeds to s21-2; if it determines that no game ball has been detected, it proceeds to s21-6.
[0236] (s21-2) The frame control CPU 200a determines whether the sensor ON state flag is ON. The sensor ON state flag indicates that the rectifier inlet sensor 15s is ON. If it is determined that the sensor ON state flag is ON, the process moves to s21-5; if it is determined that the sensor ON state flag is NOT ON, the process moves to s21-3.
[0237] (s21-3) The frame control CPU 200a turns on the sensor on status flag.
[0238] (s21-4) Next, the frame control CPU 200a resets the undetected continuation timer. The undetected continuation timer measures the continuous time during which no game balls are detected by the rectifier inlet sensor 15s (hereinafter referred to as the undetected continuation time).
[0239] (s21-5) The frame control CPU 200a increments the detection continuation timer and terminates the rectifier inlet sensor monitoring process. The detection continuation timer measures the continuous time during which the game ball is detected by the rectifier inlet sensor 15s (hereinafter referred to as the detection continuation time).
[0240] (s21-6) If the rectifier inlet sensor 15s does not detect a game ball (NO in s21-1), the frame control CPU 200a determines whether the sensor on state flag is off. If it determines that the sensor on state flag is off, it proceeds to s21-9; if it determines that the sensor on state flag is not off, it proceeds to s21-7.
[0241] (s21-7) The frame control CPU 200a turns off the sensor on status flag.
[0242] (s21-8) Next, the frame control CPU 200a resets the detection continuation timer.
[0243] (s21-9) The frame control CPU 200a adds to the undetected continuation timer.
[0244] (s21-10) Next, the frame control CPU 200a determines whether the undetected duration updated in s21-9 is equal to or greater than a predetermined time. If it determines that the undetected duration is equal to or greater than the predetermined time, it proceeds to s21-11. If it determines that the undetected duration is not equal to or greater than the predetermined time, it terminates the rectifier inlet sensor monitoring process.
[0245] (s21-11) The frame control CPU 200a executes a path abnormality error processing and terminates the rectifier inlet sensor monitoring process. This path abnormality error processing notifies that there is an abnormality in the rectifier path 7 or the circulation path 3. When the error release button on the frame control board 200A is operated and a signal is input from the error release switch 202s, the frame control CPU 200a releases the path abnormality error.
[0246] According to the rectifier inlet sensor monitoring process described above, the time during which the rectifier inlet sensor 15s continuously detects game balls (detection duration) and the time during which the rectifier inlet sensor 15s does not continuously detect game balls (non-detection duration) are measured. As described above, when the gaming machine 100 is in a normal state, a large number of game balls are stored in the rectifier passage 7, with adjacent game balls touching each other.
[0247] Then, the rectifier inlet sensor 15s detects the third game ball staying from the downstream end of the rectification passage 7. When a game ball is launched, the rectifier solenoid 9c is energized, and one game ball staying at the downstream end of the rectification passage 7 is sent to the launcher side. When a game ball is sent to the launcher side, a space is formed at the downstream end of the rectification passage 7, so the game ball staying in the rectification passage 7 moves one game ball downstream.
[0248] In this way, when the game ball moves downstream in the rectification passage 7, the detection state of the game ball by the rectifier inlet sensor 15s switches from the on state to the off state, and then switches back to the on state again. Also, if no game ball is launched, the rectifier inlet sensor 15s always detects the game ball. Therefore, if the rectifier inlet sensor 15s cannot detect a game ball for a predetermined time or more (YES in s21-10), there may be an error such as a ball jam in the rectification passage 7 or the circulation passage 3. When the undetected continuous time is a predetermined time or more, by executing the passage abnormality error processing, the occurrence of the error can be notified early.
[0249] FIG. 32 is a flowchart for explaining the rectifier solenoid control process.
[0250] (s22-1) The frame control CPU 200a determines whether the control flag indicating that the rectifier solenoid 9c is being controlled is on. As a result, if it is determined that the control flag is on, the process proceeds to s22-7, and if it is determined that the control flag is not on, the process proceeds to s22-2. Note that the time and timing for maintaining the rectifier solenoid 9c in the non-energized state and the energized state are determined in advance, and during the control of the rectifier solenoid 9c, the state of the rectifier solenoid 9c is switched while monitoring the time from the start of control and so on. Therefore, when the control flag is on, the rectifier solenoid 9c may be energized or non-energized.
[0251] (s22-2) The frame control CPU 200a determines whether there is a firing request. Examples of this include whether the operating handle 106 is being operated or whether there is a signal input from the touch sensor 215s. If it is determined that there is a firing request, the process moves to s22-3; if it is determined that there is no firing request, the rectifier solenoid control process is terminated.
[0252] (s22-3) The frame control CPU 200a determines whether the detection period of the game ball by the rectifier inlet sensor 15s is longer than a predetermined time. If it determines that the detection period is longer than the predetermined time, it proceeds to s22-4. If it determines that the detection period is not longer than the predetermined time, it terminates the rectifier solenoid control process.
[0253] (s22-4) The frame control CPU 200a determines whether the number of items possessed is 1 or more. If it determines that the number of items possessed is 1 or more, it proceeds to s22-5; if it determines that the number of items possessed is not 1 or more, it terminates the rectifier solenoid control process.
[0254] (s22-5) The frame control CPU 200a determines whether the rectifier outlet sensor 17s is off. If it determines that the rectifier outlet sensor 17s is off, it proceeds to s22-6. If it determines that the rectifier outlet sensor 17s is not off, it terminates the rectifier solenoid control process.
[0255] (s22-6) The frame control CPU 200a turns on the control flag for the rectifier solenoid 9c and terminates the rectifier solenoid control process. As a result, from the next timer interrupt, s22-1 is determined to be YES, and control of the rectifier solenoid 9c is performed.
[0256] (s22-7) In s22-1, if it is determined that the control flag for the rectifier solenoid 9c is on, the frame control CPU 200a determines whether a sensor malfunction error is occurring. If it is determined that a sensor malfunction error is occurring, the rectifier solenoid control process is terminated; otherwise, the process moves to s22-8.
[0257] (s22-8) The frame control CPU 200a determines whether it is the timing to release the game ball. If it determines that it is the timing to release the ball, it moves to s22-9; if it determines that it is not the timing to release the ball, it moves to s22-10. The timing for releasing the game ball is pre-set in accordance with the control timing of the launch solenoid 231c.
[0258] (s22-9) The frame control CPU 200a turns on the rectifier solenoid 9c, that is, starts energizing the rectifier solenoid 9c, and terminates the rectifier solenoid control process.
[0259] (s22-10) In s22-8, if it is determined that it is not the timing for throwing the ball, the frame control CPU 200a executes control processing corresponding to the time elapsed since the start of control of the rectifier solenoid 9c (for example, stopping the power supply to the rectifier solenoid 9c, monitoring the elapsed time from the power supply stop until the end of control).
[0260] (s22-11) The frame control CPU 200a determines whether a predetermined time has elapsed since the rectifier solenoid 9c was turned on (powered on). If it determines that the predetermined time has elapsed, it proceeds to s22-12; if it determines that the predetermined time has not elapsed, it terminates the rectifier solenoid control process.
[0261] (s22-12) The frame control CPU 200a determines whether the rectifier inlet sensor 15s has turned off during the time elapsed since the rectifier solenoid 9c was turned on. If it determines that the rectifier inlet sensor 15s has turned off, it terminates the rectifier solenoid control process. If it determines that the rectifier inlet sensor 15s has not turned off, it proceeds to steps s22-13.
[0262] (s22-13) The frame control CPU 200a performs sensor abnormality error processing. Here, an abnormality in the rectifier inlet sensor 15s is reported. When the error release button on the frame control board 200A is operated and a signal is input from the error release switch 202s, the frame control CPU 200a releases the sensor abnormality error.
[0263] (s22-14) The frame control CPU 200a turns off (stops power supply to) the rectifier solenoid 9c and terminates the rectifier solenoid control process.
[0264] According to the rectifier solenoid control process described above, the rectifier solenoid 9c can be energized if the rectifier inlet sensor 15s detects game balls continuously for a predetermined time or longer (YES in s22-3). In other words, the game balls can be launched if at least the third game ball to be launched is detected in the rectifier passage 7 for a predetermined time or longer. Here, the predetermined time is set to be longer than the time during which the rectifier inlet sensor 15s continuously detects game balls when they pass through the rectifier inlet sensor 15s without coming to a stop.
[0265] If there are zero or one game balls remaining in the rectifier passage 7, the game balls sent to the rectifier passage 7 by the lifting screw 5 will pass downstream without coming to rest within the detection range of the rectifier inlet sensor 15s. In this case, since the detection duration is considered to be less than the predetermined time, the energization of the rectifier solenoid 9c, i.e., the launch of the game balls, is restricted.
[0266] This means that, for example, when replenishing the game balls after removing them from the game machine 102, the launch of game balls will be restricted. By restricting the launch of game balls, the risk of the number of game balls being unnecessarily reduced is reduced.
[0267] Furthermore, according to the rectifier solenoid control process described above, if the rectifier inlet sensor 15s does not turn off even after a predetermined time has elapsed since the rectifier solenoid 9c was turned on, a sensor malfunction error is determined. This allows for early detection of a malfunction in the rectifier inlet sensor 15s if it fails and continues to output an ON signal. In this case, the power to the rectifier solenoid 9c is cut off, and the launch of game balls is restricted until the error is cleared. This helps to prevent problems such as improper management of the number of game balls held.
[0268] Figure 33 is a flowchart illustrating the subtraction process.
[0269] (s23-1) The frame control CPU 200a checks the detection duration.
[0270] (s23-2) The frame control CPU 200a determines whether the detection duration confirmed in s23-1 is equal to or greater than a predetermined time. If it determines that it is equal to or greater than the predetermined time, it moves to s23-3; if it determines that it is not equal to or greater than the predetermined time, it terminates the subtraction process.
[0271] (s23-3) The frame control CPU 200a determines whether the number of items held has been reduced. If it determines that the number has been reduced, it terminates the reduction process; otherwise, it moves to s23-4.
[0272] (s23-4) The frame control CPU 200a deducts 1 from the number of items held.
[0273] (s100) The frame control CPU 200a executes the above-described process when the number of items held changes, and then terminates the subtraction process.
[0274] According to the subtraction process described above, if a game ball is detected by the rectifier inlet sensor 15s for a predetermined time or longer (YES in s23-2), the number of balls held is reduced by 1. This reduces the risk of the number of balls held being reduced more than necessary, even if, for example, game balls collide with each other near the rectifier inlet sensor 15s and the game balls behave unexpectedly.
[0275] Figure 34 is a flowchart illustrating the foul ball monitoring process. Sometimes, a game ball is launched, but it does not reach the game area 110. In this case, the launched game ball is guided to the foul passage. A foul ball sensor 210s is provided in the foul passage, and the game ball guided to the foul passage, i.e., the foul ball, is detected by the foul ball sensor 210s.
[0276] (s25-1) The frame control CPU 200a determines whether a foul ball has been detected. If a foul ball is detected, the process moves to s25-2; if no foul ball is detected, the foul ball monitoring process ends.
[0277] (s25-2) The frame control CPU 200a increments the number of items held by 1.
[0278] (s100) The frame control CPU 200a executes the above-described process when the number of balls held changes, and then terminates the foul ball monitoring process.
[0279] Figure 35 is a flowchart illustrating the payout command reception process. When a game ball enters one of the prize slots, such as the general prize slot 118, the first start slot 120, the second start slot 122, or the large prize slot 126, detection signals are input to the main control board 100A from the general prize slot detection switch 118s, the first start slot detection switch 120s, the second start slot detection switch 122s, and the large prize slot detection switch 126s. When the main control board 100A receives detection signals from each of these switches, it sends a payout command indicating the type of detection signal to the frame control board 200A. When the frame control board 200A receives a payout command from the main control board 100A, it executes the payout command reception process.
[0280] (s30-1) The frame control CPU 200a analyzes the received payout command and adds the corresponding number of tokens to the token counter.
[0281] (s100) The frame control CPU 200a executes the above-described process when the number of items held changes, and then terminates the processing of receiving the dispensing command.
[0282] Figure 36 is a flowchart illustrating the counting process. When a player operates the counting button, a detection signal is input from the counting switch 219s to the frame control board 200A. Upon receiving the detection signal, the frame control board 200A executes the counting process.
[0283] (s40-1) The frame control CPU 200a performs operation determination processing based on the detection signal input from the counting switch 219s. Here, it determines whether a short press operation (an operation with a continuous operation time of less than a predetermined time) or a long press operation (an operation with a continuous operation time of a predetermined time or longer) has been input.
[0284] (s40-2) The frame control CPU 200a executes a transfer process to transfer the number of items held to the dedicated unit 250 based on the type of operation determined in s40-1. For example, if it is determined that a short press operation was performed, it sends a command indicating the number of items held, "1", to the dedicated unit 250, and if it is determined that a long press operation was performed, it sends a command indicating the number of items held, "250".
[0285] (s40-3) The frame control CPU 200a subtracts the number of items transferred in s40-2 from the item count counter.
[0286] (s100) The frame control CPU 200a executes the above-described process when the number of items possessed changes, and then terminates the counting process.
[0287] According to the above-described processing for changes in the number of possessions and the processing for changing the number of displayed items, when the number of possessions (number of game value items) changes, it becomes possible to perform an update display that gradually updates the number of possessions (number of game value items) displayed on the game ball display device 240 (display unit) to the changed number of possessions (number of game value items). Furthermore, when performing the update display, the update time, which is the time required for one stage of the update display, can be determined to be different times based on the trigger (the trigger that caused) the change in the number of possessions, and the update display can be performed based on the determined update time.
[0288] Specifically, when the change in the number of items held is small, the update time per step is longer than when the change is large. This makes it easier for players to notice that the number of items held has changed. On the other hand, when the change in the number of items held is large, the update time is shorter. This prevents the time between the change in the number of items held and the completion of the display update from becoming unnecessarily long. As a result, even if the number of items held changes again while the display update is in progress, there is a low risk of discrepancy between the player's perception and the actual number of items held, thus reducing the risk of players becoming distrustful.
[0289] Furthermore, in this embodiment, if a new trigger occurs during the update display based on the update time determined by the occurrence of a predetermined trigger, the update time can be changed based on the occurrence of the new trigger. That is, if a new trigger occurs during the update display, the update time can be shortened, but it cannot be lengthened. Specifically, when the update display is completed and the displayed number matches the number possessed (YES in s110-8), the display switching flag is set to 0 (slow) (s110-9). In other words, if there is no change in the number possessed and the display number has not been updated, the display switching flag is set to 0 (slow).
[0290] In this state, for example, if 15 game balls are dispensed, the absolute difference value is determined to be less than 16 in the handling of changes in the number of balls held (YES in s100-9), so the display switching flag remains at 0 (slow). As a result, in the display number change handling, in s110-4, the timer value of "20" is set in the display number change timer, and the number displayed on the game ball count display device 240 is updated at 20ms intervals.
[0291] Then, for example, when the difference between the number displayed on the game ball count display device 240 and the actual number becomes "13", a game ball lending operation is input to the dedicated unit 250, and 125 game balls are lent out. In this case, 125 is added to the number of balls held, so the difference between the number displayed and the actual number becomes 138. Therefore, in the processing for changes in the number of balls held, it is determined that the absolute value of the difference is 31 or more (YES in s100-10), and the display switching flag is set to 2 (fast) (s100-11). In this way, if a new change in the number of balls held occurs while the number of balls displayed on the game ball count display device 240 is being updated, the update time for the displayed number may be shortened.
[0292] Then, suppose the display switching flag remains at 2 (fast), the displayed number is updated, and the difference between the number held and the displayed number becomes "3". At this point, if game balls are dispensed and the number held increases by 3, the difference becomes "6". As mentioned above, if the difference is 15 or less, the display switching flag should normally be "0 (slow)". However, in the process of handling changes in the number held, if the display switching flag is 2 (fast), the process of resetting the display switching flag is not executed (YES in s100-2). Also, if the display switching flag is 1 (medium speed), if the absolute value of the difference is 31 or more (YES in s100-10), the display switching flag is changed to "2 (fast)", but if the absolute value of the difference is less than 16 (YES in s100-9), the process of changing the display switching flag is not executed. Therefore, in the above example, when the difference changes from "3" to "6", the display switching flag is maintained at "2 (fast)".
[0293] Thus, if the number of items held changes during the update display, the update time may be shortened, but it will not be lengthened. This reduces the risk of the update display becoming unnecessarily long due to continuous changes in the number of items held before the update display is completed. As a result, it becomes difficult to understand what triggered the change in the number of items held, which reduces the risk of players becoming distrustful.
[0294] However, if a new trigger occurs during the update display based on the update time determined by the occurrence of a predetermined trigger, the update time may be extended based on the occurrence of the new trigger.
[0295] Next, a modified example will be described. In the above embodiment, there are multiple triggers that change the number of items possessed, but a common item change processing (s100) is executed whenever any of these triggers occur. According to the item change processing, if a new trigger occurs during the update display, the update time may be changed based on the occurrence of the new trigger. Therefore, in the above embodiment, the update time may be changed regardless of any new triggers that occur during the update display; in other words, regardless of which trigger occurs during the update display.
[0296] Furthermore, the number of items possessed will change depending on the trigger that causes the change. Therefore, in the above embodiment, the update time may change regardless of the change in the number of items possessed based on a new trigger that occurs during the update display; in other words, the update time may change regardless of how much the number of items possessed changes during the update display.
[0297] In contrast, in the modified version, if a new trigger that occurs during the update display is a pre-set trigger, or if the number of possessions that changes based on the new trigger is less than or equal to a predetermined number, the update time is not changed. The modified version will be explained below using Figures 37 and 38.
[0298] Figure 37 is a flowchart illustrating the subtraction process in the modified example. In the modified example, the subtraction process shown in Figure 37 is performed instead of the subtraction process in the embodiment shown in Figure 33. As can be seen by comparing Figure 37 and Figure 33, the only difference in the modified example from the embodiment is that the process when the number of possessions changes (s100) is not performed in the subtraction process; all other processes are the same as in the embodiment.
[0299] Figure 38 is a flowchart illustrating the foul ball monitoring process according to a modified example. In the modified example, the foul ball monitoring process shown in Figure 38 is executed instead of the foul ball monitoring process of the above embodiment shown in Figure 34. As can be seen by comparing Figure 38 and Figure 34, the only difference in the modified example from the above embodiment is that the processing when the number of balls possessed changes (s100) is not executed in the foul ball monitoring process; all other processes are the same as in the above embodiment.
[0300] As described above, the subtraction process subtracts "1" from the number of balls held when a game ball is launched. The foul ball monitoring process adds "1" to the number of balls held when a foul ball is detected. In other words, in the modified example, the ball count change process (s100) is not executed when a game ball is launched or when a foul ball is detected. More specifically, in the modified example, the module for executing the ball count change process (s100) is not called when a game ball is launched or when a foul ball is detected.
[0301] Therefore, in the modified example, the update time is not changed in response to the launch of a game ball or the detection of a foul ball. In other words, in the modified example as in the embodiment described above, the display switching flag is set to 0 (slow speed) when the displayed number is not being updated. Therefore, for example, if a game ball is launched when the displayed number is not being updated, the update time for the displayed number will be slow. Also, for example, if a game ball is launched when the displayed number is being updated at medium-low speed or medium speed, the update time for the displayed number will not be changed and will remain at slow speed or medium speed.
[0302] As described above, according to the modified version, if a new trigger that occurs during the update display is a pre-set trigger, or if the number of items possessed that changes based on the new trigger is less than or equal to a predetermined number (in this case, 1), the update time will not be changed. Even if a trigger that results in a small change in the number of items possessed occurs during the update display of the displayed number, there is little risk of the update time becoming excessively long. Therefore, as in the modified version, by not changing the update time even if a trigger that results in a small change in the number of items possessed occurs, the processing load can be reduced and the design can be simplified without causing any particular problems.
[0303] In the modified example, the case where the launch of a game ball and the detection of a foul ball are set as predetermined triggers that do not change the update time was explained. However, the predetermined triggers that do not change the update time are not limited to these. For example, the payout of a predetermined number of game balls or less may be set as a predetermined trigger. Also, in the modified example, if a trigger other than the predetermined trigger occurs during the update display, the update time may be made longer or shorter.
[0304] Next, a second modification will be described. In the second modification, the process for changing the number of possessions shown in Figure 39 is executed instead of the process for changing the number of possessions shown in Figure 27, and the process for changing the number of displayed items shown in Figures 40 and 41 is executed instead of the process for changing the number of displayed items shown in Figure 28. The other configurations and processes are the same as in the above embodiment. Therefore, only the differences from the above embodiment will be described below.
[0305] Figure 39 is a flowchart illustrating the processing when the number of items possessed changes, relating to the second modified example.
[0306] (s100-101) The frame control CPU 200a stores the change in the number of possessions in a buffer and terminates the handling of changes in the number of possessions. As mentioned above, the handling of changes in the number of possessions is a process that is called and executed by the module when an event occurs that causes a change in the number of possessions. Here, for each event that triggers the module to be called, the value that causes the number of possessions to change (for example, the number of game balls dispensed) is stored in the buffer as the change value. When game balls are dispensed, lent out, or a foul ball is detected, that is, when the number of possessions is increased, the change value is a positive value, and when game balls are launched, that is, when the number of possessions is decreased, the change value is a negative value.
[0307] The buffer has multiple memory areas, and each time an event occurs that changes the number of items held, the corresponding change value is stored in the buffer. The buffer stores the change values corresponding to the events in the order in which they occurred.
[0308] Figure 40 is a first flowchart illustrating the display count change process related to the second modified example, and Figure 41 is a second flowchart illustrating the display count change process related to the second modified example. Similar to the above embodiment, the display count change process is executed each time a timer interrupt is triggered.
[0309] (s110-101) The frame control CPU 200a determines whether the timer value of the display count change timer is greater than 0. If it determines that the timer value is greater than 0, it moves to steps s110-121; if the timer value is 0, it moves to step s110-102.
[0310] (s110-102) The frame control CPU 200a determines whether the changed value is stored in the buffer. If it determines that the changed value is stored, it moves the process to s110-103; if it determines that the changed value is not stored, it terminates the display count change process.
[0311] (s110-103) The frame control CPU 200a sets the change value that was stored first among the change values stored in the buffer to the change value counter.
[0312] (s110-104) The frame control CPU 200a erases the most recently stored change value from the buffer.
[0313] (s110-105) The frame control CPU 200a calculates the absolute difference value, which is the absolute value of the change value set in the change value counter.
[0314] (s110-106) The frame control CPU 200a determines whether the absolute difference calculated in s110-105 is less than 16. If it determines that the absolute difference is less than 16, it moves to s110-10; otherwise, it moves to s110-107.
[0315] (s110-107) The frame control CPU 200a determines whether the absolute difference calculated in s110-105 is 31 or greater. If it determines that the absolute difference is 31 or greater, it moves to s110-108; if it determines that the absolute difference is not 31 or greater, it moves to s110-109.
[0316] (s110-108) The frame control CPU 200a sets the display switching flag to "2 (high speed)".
[0317] (s110-109) The frame control CPU 200a sets the display switching flag to "1 (medium speed)".
[0318] (s110-110) The frame control CPU 200a acquires the display switching flag.
[0319] (s110-111) The frame control CPU 200a sets the timer value of the display count change timer according to the flag value of the display switching flag acquired in s110-110, and then terminates the display count change process.
[0320] (s110-121) Furthermore, if the timer value of the display count change timer is greater than 0 (YES in s110-101), the frame control CPU 200a decrements the timer value of the display count change timer.
[0321] (s110-122) The frame control CPU 200a determines whether the timer value updated in s110-121 is 0. If it determines that the timer value is 0, it moves the process to s110-123; if it determines that the timer value is not 0, it terminates the display count change process.
[0322] (s110-123) The frame control CPU 200a determines whether the change value of the change value counter is negative. If it determines that the value is negative, it proceeds to steps s110-124; if it determines that the value is not negative, it proceeds to step s110-126.
[0323] (s110-124) The frame control CPU 200a decrements the value of the display counter, which stores the number of displays shown on the game ball count display device 240, by 1.
[0324] (s110-125) The frame control CPU 200a increments the counter value of the change value counter by 1.
[0325] (s110-126) The frame control CPU 200a increments the value of the display counter, which stores the number of displays shown on the game ball count display device 240, by 1.
[0326] (s110-127) The frame control CPU 200a decrements the counter value of the change value counter by 1.
[0327] (s110-128) The frame control CPU 200a executes an update display process to display the counter value of the display counter, which was updated in s110-124 or s110-126, on the game ball count display device 240.
[0328] (s110-129) The frame control CPU 200a determines whether the counter value of the change value counter updated in s110-125 or s110-127 is 0. If it determines that the counter value is 0, it moves the process to s110-130; if it determines that the counter value is not 0, it moves the process to s110-110.
[0329] (s110-130) The frame control CPU 200a sets the display switching flag to "0 (slow)" and terminates the process of changing the number of displayed items.
[0330] According to the second modification described above, the update time is determined for each event that changes the number of items possessed. Even if a new event that changes the number of items possessed occurs while the update display is active, the displayed number will be updated up to the number of items possessed after the change caused by the previous event, using the update time determined at the time the previous event occurred.
[0331] For example, suppose the display on the number of players and game balls displayed on the display device 240 is 100, and 15 game balls are dispensed. In this case, the number of players is updated to 115, and the display is updated slowly from 100 to 115, one by one. Then, before the slow update display is finished, if 250 game balls are lent out, the number of players is updated to 365. In this embodiment, the update time is changed from slow to fast due to the occurrence of a new event, namely the lending out of game balls.
[0332] On the other hand, according to the second modified example, the number of game balls held is updated immediately when 250 game balls are lent out, just as in the above embodiment, but the speed of the update display is not changed until the slow update display is finished. Specifically, the displayed number is updated slowly from 100 to 115, and when the displayed number is updated to 115, the 250 change value stored in the buffer's memory area is read into the change value counter. At this time, the update time is updated rapidly based on the counter value of the change value counter, in other words, based on the trigger of game ball lending. Therefore, in this example, the displayed number is updated slowly from 100 to 115, and then the displayed number is updated rapidly from 115 to 365.
[0333] Thus, according to the second modified example, the displayed number is updated at the update time determined at the time the trigger occurs, up to the number of items reached by the trigger, and the update speed is not changed midway. In other words, if one or more change values (update information) are stored in the memory area, the change values (update information) are retrieved one by one in order, the update time is determined based on the trigger corresponding to the retrieved change value (update information), and the update display can be executed based on the determined update time. This allows the player to reliably recognize how many items they will have after the trigger.
[0334] It should be noted that the number of game balls held can change significantly in a short period of time when game balls are dispensed frequently in a short time, such as during a big win, and when game balls are lent out. Normally, when the number of game balls is increasing, such as during a big win, game balls are not lent out. In other words, when game balls are dispensed frequently in a short period of time, game balls are not lent out.
[0335] In the second modification, when 15 game balls are dispensed, it takes 300ms for the slow update display to complete. Therefore, if multiple instances of 15 game balls being dispensed occur simultaneously, in the second modification, multiple update displays for a single trigger will be in a waiting state, and there is a risk that the update display with the slow update time will continue for a long period of time. However, the interval between game ball launches is 600ms, and dispensing does not occur simultaneously. Therefore, even during a high-stakes game, the likelihood of multiple update displays for a single trigger, such as the dispenser of 15 game balls, being in a waiting state is extremely low, and thus the likelihood of the update display with the slow update time continuing for a long period of time is also low.
[0336] (Visual presentation during counting process execution) As described above, when the counting switch 219s is operated by the player, a counting process is executed in which the number of game balls the player possesses, i.e., the number of balls possessed, is transferred to the dedicated unit 250. When the counting switch 219s is operated and the counting process is executed, the sub-control board 300A may perform a visual effect to inform the player that the number of balls possessed has been transferred to the dedicated unit 250 by the counting process. Hereinafter, the visual effect that informs the player that the number of balls possessed has been transferred to the dedicated unit 250 by the counting process will simply be referred to as the counting execution visual effect.
[0337] Figure 42 is a timing chart illustrating the presentation during the counting process. Figure 42 uses the example of transferring all the held balls (the number displayed on the game ball display device 240) to the dedicated unit 250 at the end of gameplay on the gaming machine 100.
[0338] As shown in Figure 42, let's assume that the total number of balls held is 2100 on the game ball display device 240. If the player inputs a long press operation (total counting operation) through the counting switch 219s, the counting process will be repeatedly executed until the counting switch 219s is operated again, or until the number of balls held displayed on the game ball display device 240 becomes 0. When a long press operation is input to the counting switch 219s, a command indicating the number of balls held, "250", is repeatedly sent to the dedicated unit 250. Accordingly, the displayed value on the game ball display device 240 is decremented by 250 from the start of counting. Here, the start of counting is defined as the time when the counting switch 219s is operated, and the end of counting is defined as the time when 0 is displayed on the game ball display device 240.
[0339] The sub-control board 300A has a counter that counts the number of balls held, which is transferred to the dedicated unit 250 during the counting process. For example, each time the counting process is executed and a command indicating a number of balls held, "250", is transferred, the sub-control board 300A increments the value of the counting counter by 250. Accordingly, the value of the counting counter is incremented by 250 from the start of counting, reaching 2100 at the end of counting. On the other hand, the value displayed on the game ball count display device 240 is decremented by 250 from the start of counting, reaching 0 at the end of counting.
[0340] The sub-control board 300A notifies the player that the number of items held has been transferred to the dedicated unit 250 through the counting process by executing a counting execution animation using the speaker of the sound output device 206 and the performance lamps of the performance lighting device 204.
[0341] Specifically, the sub-CPU 300a of the sub-control board 300A receives a command from the frame control CPU 200a indicating that the counting process is being executed when the counting switch 219s is operated. Upon receiving the command, the sub-CPU 300a outputs a counting sound, "durun," as a sound effect (SE) indicating that the number of balls held is being transferred to the dedicated unit 250. For example, the counting sound is output intermittently and repeatedly from the start of counting to the end of counting, as shown in Figure 42. In addition, at the end of counting, the sub-CPU 300a outputs a completion sound from the speaker, which will be described later. For example, as shown in Figure 42, when the displayed value of the game ball count display device 240 becomes 0, the sub-CPU 300a outputs a completion sound from the speaker. Furthermore, the sub-CPU 300a notifies the player that the number of balls held is being transferred to the dedicated unit 250 by illuminating the performance lamp in a predetermined color. For example, the decorative lamps, as shown in Figure 42, perform counting illumination, repeatedly turning on and off from the start of counting to the end of counting.
[0342] With this configuration, the player can recognize that all of their balls have been transferred to the dedicated unit 250 when the displayed value on the game ball display device 240 becomes 0, when a completion sound is emitted, or when the flashing of the performance lamps stops.
[0343] Incidentally, in the case of the gaming machine 100, the concept and gameplay of the gaming machine 100 may be associated with content such as dramas and anime. For example, if the gaming machine 100 is associated with an anime, various effects featuring characters from that anime will be performed in the gaming machine 100. Specifically, in the counting execution effect mentioned above, a sound including the character's voice will be output from the speaker as a completion sound.
[0344] However, if the counting sound, completion sound, and the color of the display lamps emitted from the speaker are uniform during the counting execution sequence, players may become bored. Therefore, the gaming machine 100 is configured to emit different completion sounds when the counting switch 219s is released, depending on the number of tokens transferred to the dedicated unit 250 from the start of counting to the end of counting.
[0345] Figure 43 is an explanatory diagram illustrating the completion sound output from the speaker. Here, the completion sound consists of three elements: sound effect (SE), character, and voice. Furthermore, the combination of SE, character, and voice in the completion sound differs depending on the number of items transferred to the dedicated unit 250.
[0346] Specifically, if the count counter value at the end of counting falls within range 1 (0-4999), SubCPU300a will output a "Piro-n" sound effect from the speaker, followed by the voice of character A saying "Let's play again." If the count counter value at the end of counting falls within range 2 (5000-9999), SubCPU300a will output a "Piro-rin" sound effect from the speaker, followed by the voice of character B saying "Not bad." If the count counter value at the end of counting falls within range 3 (10000-14999), SubCPU300a will output a "Piro-ron" sound effect from the speaker, followed by the voice of character C saying "Good job." Furthermore, if the count counter value at the end of counting falls within range 4 (15000-19999), SubCPU300a will output a "Piroon" sound effect from the speaker, followed by the voice of character D saying "I'm excited." Also, if the count counter value at the end of counting falls within range 5 (20000-49999), SubCPU300a will output a "Piroron" sound effect from the speaker, followed by the voice of character E saying "I might be lucky today." Furthermore, if the count counter value at the end of counting falls within range 6 (50000-94999), SubCPU300a will output a "Pirolorirorin" sound effect from the speaker, followed by the voice of character F saying "Congratulations."
[0347] Here, the content of the voice lines for each range is set so that the degree of celebration increases as the count value increases. As a result, when a voice line with a high degree of celebration (for example, "Congratulations") is played, the player will feel a heightened sense of exhilaration and accomplishment for having won a large number of game balls.
[0348] Furthermore, the characters in each range are determined by their position within the anime content. Character positions include enemy characters, supporting characters, supporting heroines, main heroines, etc. For example, as the score increases in a range, the characters may be set in the order of enemy characters, supporting characters, supporting heroines, and main heroines. Alternatively, as the score increases in a range, the more popular characters may be set to speak. This contributes to increasing the motivation of players who want to hear the voices of characters set in higher ranges.
[0349] In this way, by varying the combination of sound effects, characters, and voices of the completion sound output at the end of counting (when the displayed value on the game ball display device 240 becomes 0) depending on which range the count value of the counting counter falls into, the variety of counting execution effects is increased, contributing to an improvement in the player's motivation to play.
[0350] Furthermore, the system may be configured to achieve various effects by appropriately setting the volume, pitch, or duration of sound effects, as well as the voices of predetermined characters, within each range.
[0351] For example, suppose the relationship between the volume of the completion sound in each range is set as Range 1 < Range 2 < Range 3 < Range 4 < Range 5 < Range 6. In this case, the more balls transferred to the dedicated unit 250 and the larger the range that includes the transferred balls, the louder the volume will be. This allows players to be celebrated for acquiring many game balls. Furthermore, when a player acquires many game balls and a loud completion sound is output, they can experience a sense of exhilaration and superiority for acquiring many game balls.
[0352] Furthermore, the pitch relationship of the completion sound SE in each range was set as Range 1 < Range 2 < Range 3 < Range 4 < Range 5 < Range 6. In this case, the more game balls transferred to the dedicated unit 250 and the larger the range that includes the transferred number of balls held, the higher the pitch of the SE becomes. This allows for celebration of the player acquiring many game balls. Also, when a player acquires many game balls and a loud completion sound is output, they can experience a sense of exhilaration and superiority for acquiring many game balls.
[0353] Furthermore, the relationship between the length of the completion sound in each range was set as Range 1 < Range 2 < Range 3 < Range 4 < Range 5 < Range 6. In this case, the more game balls transferred to the dedicated unit 250, and the larger the range containing the transferred game balls, the longer the completion sound becomes. This allows for celebration of the player acquiring a large number of game balls.
[0354] On the other hand, the relationship between the length of the completion sound in each range may be set as Range 1 > Range 2 > Range 3 > Range 4 > Range 5 > Range 6. As described above, in order to transfer the number of items held to the dedicated unit 250, the counting switch 219s is pressed and held, and the counting process to transfer the number of items held, "250", to the dedicated unit 250 is executed continuously. In other words, the more items held when the counting switch 219s is operated, the more times the counting process is executed, and the longer it takes for all the items to be transferred to the dedicated unit 250. Therefore, if the length of the completion sound is set to be longer the larger the range that the transferred items are held in, players who want to leave the gaming machine 100 quickly may find the completion sound annoying. Therefore, by setting the relationship between the length of the completion sound as Range 1 > Range 2 > Range 3 > Range 4 > Range 5 > Range 6, this annoyingness can be reduced.
[0355] This section describes the counting execution animation that is performed when the total number of balls held at the time the counting switch 219s is operated is transferred to the dedicated unit 250. However, the counting execution animation is not limited to cases where the total number of balls held is transferred to the dedicated unit 250. For example, if a player acquires many game balls during gameplay and transfers all of them to the dedicated unit 250 at once, it takes a long time. Therefore, the player may operate the counting switch 219s during gameplay to transfer only a portion of the number of balls held to the dedicated unit 250. The following section describes the counting execution animation when only a portion of the number of balls held is transferred to the dedicated unit 250 during gameplay.
[0356] Figure 44 is a timing chart illustrating the presentation during the counting process. Here, the first counting refers to transferring a portion of the number of items held at the time the counting switch 219s is operated to the dedicated unit 250, and the second counting refers to transferring all of the number of items held at the time the counting switch 219s is operated to the dedicated unit 250.
[0357] As shown in Figure 44, suppose the game ball count display device 240 is showing 15000 when the player presses and holds down the counting switch 219s. When the player presses and holds down the counting switch 219s, the counting process is repeatedly executed, and the number of balls held, from "15000" to "250", is repeatedly transferred to the dedicated unit 250. When the game ball count display device 240 shows 10000, the player presses the counting switch 219s again, and the first counting is completed. In other words, in the first counting, "5000" of the number of balls held, from "15000", is transferred to the dedicated unit 250. Therefore, when the counting switch 219s is pressed again, the displayed value on the game ball display device 240 becomes 10000, and the count value on the counting counter becomes 5000.
[0358] When the counting switch 219s is operated and the first count is executed, the sub-CPU 300a of the sub-control board 300A receives a command from the frame control CPU 200a indicating that the counting process is to be executed. Upon receiving the command, the sub-CPU 300a continuously outputs a counting sound from the speaker from the time the counting switch 219s is operated until it is operated again, that is, while the first count is being executed. For example, as the counting sound, it repeatedly outputs a "durun" sound, which is a sound effect indicating that the number of players is being transferred to the dedicated unit 250. In addition, while the first count is being executed, the sub-CPU 300a notifies the player that the number of players is being transferred to the dedicated unit 250 by illuminating the display lamp in a predetermined color. For example, as shown in Figure 44, the display lamp performs counting illumination, repeatedly turning on and off while the first count is being executed.
[0359] With this configuration, the player can recognize that the first counting has ended when the display value of the game ball display device 240 stops updating, the counting sound output ends, or the flashing of the performance lamps stops.
[0360] Furthermore, even after the counting switch 219s is operated again and the first counting is completed, the sub-CPU 300a does not output a completion sound from the speaker because the value displayed on the game ball count display device 240 has not yet become 0.
[0361] Suppose the game is played again, and the number of balls held decreases from 10,000 to 2,500. The display on the game ball count display device 240 changes as the game progresses, but unless counting is performed, the counting counter maintains the count value at the end of the first counting.
[0362] As shown in Figure 44, suppose the counting switch 219s is pressed and held by the player while the game ball count display device 240 is showing 2500. When the player operates the counting switch 219s, the counting process is repeatedly executed and the number of balls held is transferred to the dedicated unit 250. When all the balls held have been transferred to the dedicated unit 250 and 0 is displayed on the game ball count display device 240, the counting process ends and the second counting ends. In the second counting, all of the "2500" balls held at the time the counting switch 219s was operated (start of the second counting) are transferred to the dedicated unit 250, and the count value of the counting counter is incremented by 2500. Since the count value of the counting counter is maintained from the count value at the end of the first counting, it is incremented by 2500 from the maintained count value of 5000, and the count value of the counting counter at the end of the second counting becomes 7500.
[0363] When the counting switch 219s is pressed and the second counting is executed, the sub-CPU 300a of the sub-control board 300A receives a command from the frame control CPU 200a indicating that the counting process will be executed. Upon receiving the command, the sub-CPU 300a continuously outputs a counting sound from the speaker from the time the counting switch 219s is operated until the displayed value on the game display device 240 becomes 0, that is, while the second counting is being executed. For example, as the counting sound, it repeatedly outputs a "durun" sound, which is a sound effect indicating that the number of players is being transferred to the dedicated unit 250. In addition, while the second counting is being executed, the sub-CPU 300a notifies the player that the number of players is being transferred to the dedicated unit 250 by illuminating the performance lamp in a predetermined color. For example, as shown in Figure 44, the performance lamp repeatedly lights up and turns off during the first counting process.
[0364] With this configuration, the player can recognize that all of their balls have been transferred to the dedicated unit 250 when the displayed value on the game ball display device 240 becomes 0, a completion sound is emitted, or the flashing of the performance lamps stops.
[0365] Then, when the display value of the game ball count display device 240 becomes 0 and the second counting is complete, the sub-CPU 300a outputs a completion sound from the speaker. The count value of the counting counter at the end of the second counting is 7500, which falls within range 2 as explained using Figure 43. Therefore, as a completion sound, it outputs a sound effect of "pirolin," followed by the voice of character B saying "Not bad."
[0366] Thus, the gaming machine 100 outputs a completion sound only when all the held numbers are transferred to the dedicated unit 250. This gives the output of the completion sound a special feeling.
[0367] Thus, the gaming machine 100 is a gaming machine that can be connected to a specific unit (e.g., a dedicated unit 250) that lends out gaming value (e.g., electronic gaming balls), and comprises a gaming value control means (e.g., a frame control board 200A) that manages the gaming value, and a sound control means (e.g., a sound output device 206) that controls the output of sound according to the progress of the game, wherein the gaming value control means may perform a counting process to transfer the gaming value to the specific unit in response to the player's operation, and when the counting process is performed, it counts the gaming value transferred to the specific unit, and when the counting process is completed, the sound control means outputs a sound (e.g., a completion sound) corresponding to the total number of gaming values transferred to the specific unit.
[0368] With this configuration, when the number of game balls owned by the player, i.e., the number of balls held, is transferred to the dedicated unit 250 (counting processing is performed), a completion sound corresponding to the transferred number of balls is output from the speaker of the sound output device 206, thus diversifying the variations in the effects related to the counting processing. As a result, it contributes to improving the gameplay experience.
[0369] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0370] In the embodiments and various modifications described above, a managed gaming machine was explained as an example of a gaming machine. However, the gaming machines to which the present invention can be applied are not limited to managed gaming machines.
[0371] In the above embodiments and various modifications, a pachinko machine was described as an example of a gaming machine, but the present invention is also applicable to revolving-type gaming machines. In other words, in the above embodiments and various modifications, the case in which the number of game balls owned by the player is updated and displayed was described, but when the present invention is applied to a revolving-type gaming machine, it is sufficient to update and display the number of game value tokens. In any case, it is sufficient that the number of game value tokens owned by the player is updated and displayed based on a predetermined trigger, and the specific content of the game value is not particularly limited.
[0372] Furthermore, when adopting the above embodiment and various modifications in a slot machine, since the maximum change in a single trigger is the transfer of 50 virtual tokens during the counting process in the slot machine and its various modifications, the display switching flag may be set as follows when a trigger occurs for a change in the number of game tokens owned by the player.
[0373] (Setting the "display switching flag" in a slot machine) "0 (Slow)": Used to update the display of 15 medals or less (the maximum number of medals in a single round). The display device is updated every 20ms. "1 (Medium Speed)": Used to update the display for 50 sheets (maximum value for one counting process) or less. The display device is updated every 6ms. "2 (High Speed)": Used to update the display of 51 or more coins (occurs when a counting process and the start of a 3-coin game occur simultaneously, etc.). The display device is updated every 4ms.
[0374] Furthermore, in slot machines, the game value (coins held) owned by the player is displayed using a 7-segment display with a maximum of 5 digits. This 5-digit display and one other segment are controlled periodically by dynamic lighting with 6 interrupts. When the display update is controlled at "1 (medium speed)" or lower, the dynamic lighting cycle is not faster than the update cycle of the display content. This prevents any gaps in the display during the update process (for example, preventing a gap in the display update, such as "00276", "00275", "00273", ..., without displaying "00274").
[0375] In the above embodiments and various modifications, we have described a case in which the completion sound output from the speaker differs depending on which of the six predetermined ranges the number of game balls transferred to the dedicated unit 250 falls into during the counting execution performance. When the present invention is applied to a slot machine, in the counting process in which the electronic tokens owned by the player at the end of the game are transferred to a lending device that lends out electronic tokens, it is sufficient that different completion sounds are output when the counting switch is released, according to the number of electronic tokens transferred (the count value of the counting counter that counts the transferred electronic tokens).
[0376] In that case, for example, the count value of the counter corresponding to range 1 in Figure 43 would be 0 to 999, the count value of the counter corresponding to range 2 would be 1000 to 2499, the count value of the counter corresponding to range 3 would be 2500 to 4999, the count value of the counter corresponding to range 4 would be 5000 to 7499, the count value of the counter corresponding to range 5 would be 7500 to 9999, and the count value of the counter corresponding to range 6 would be 10000 to 18999.
[0377] In the above embodiments and various modifications, the frame control board 200A controls the display of the game ball count display device 240. However, the display control of the game ball count display device 240 may be performed by, for example, the main control board 100A or the sub-control board 300A.
[0378] In the above embodiments and various modifications, the number displayed on the game ball count display device 240 is updated in increments of "1," but the value changed in each increment is not particularly limited. For example, the number of displayed balls may be updated in units of "5" or "10" in each increment. Also, the value changed in each increment may differ depending on the difference between the displayed number and the number of balls held.
[0379] In the above embodiment and various modifications, in s100-5, it is determined whether the most significant byte of the possession counter and the display counter do not match. If they do not match, the display switching flag is set to "2 (high speed)" regardless of the difference. As a result, when the possession count is around 65535, the update time becomes 1 ms regardless of the difference before and after the change in the display count. This is to reduce the processing load when calculating the difference between the possession count and the display count in s100-6. In other words, according to the above embodiment, it is possible to reduce the processing load while reliably preventing the update display in the game ball count display device 240 from taking an unnecessarily long time. However, if it is determined that the most significant byte does not match, the display switching flag may be set to "0 (low speed)" or "1 (medium speed)". Note that the difference between the possession count and the display count may be calculated using 3 bytes of data. In this case, the determination in s100-5 becomes unnecessary, and the update time will be determined based on the difference regardless of the possession count.
[0380] In the above embodiments and various modifications, the update time is determined according to the difference between the number of items held and the number displayed. However, the update time can be determined based on a pre-set trigger. For example, if the trigger is the input of a lending operation, the update time may be set to 1 ms, and if the trigger is the entry of a game ball into the prize slot, the update time may be set to 20 ms. Thus, since the number of items held is updated based on a pre-set trigger, the update time can be determined based on the trigger that occurs.
[0381] In the above embodiment and various modifications, when the display switching flag is set to "2 (high speed)", the update time for the number of displayed items is 1 ms, and the control dynamically lights up the 6-digit segment. Therefore, if the high-speed display switching continues, the ones digit will change periodically as follows: "0", "4", "8", "2", "6", "0", "4", "8", ... Therefore, when the display switching flag is set to "2 (high speed)", the number of common data for dynamic lighting (segment data to be output) may be changed from "6 (digits)" to "7", so that the display switching of the ones digit does not become periodic and all numbers from "0" to "9" can be displayed. At this time, when the 7th digit common data added as special data is set as the output destination, the segments of the game ball count display device 240 are not to be lit, and the segments of the game ball count display device 240 are configured to be completely off. By taking care to prevent the ones digit from changing periodically during display updates in this way, it is possible to make the change in the amount of game value held more tangible.
[0382] Furthermore, as shown in the modified example above, when displaying segments of the game ball count display device 240 increment or decrement, the method of assigning a seventh common data, which serves as a virtual output destination, may be implemented not only when the display switching flag "2 (high speed)" is set to update the display in response to a large change in the game value, but also when it is set to "0 (low speed)" or "1 (medium speed)". In this way, although the brightness of the game ball count display device 240 decreases slightly when the seventh virtual common data is assigned, the brightness during the update of the display content can be kept constant regardless of the display update speed.
[0383] Furthermore, for certain events such as lending, the number displayed on the game ball display device 240 may be updated all at once to the changed number of balls held, without performing a stepwise update display based on the difference. In this way, for events where the number of balls held changes significantly, for example, by not performing a stepwise update display, it is possible to reliably prevent situations where other events occur during the update display and the player is misled. In addition, if a stepwise update is not performed, in order to make it easier to recognize that the value has changed significantly, the game ball display device 240 may be configured to flash for a total of about 2 seconds, every 0.5 seconds, before and after the update of the number of balls displayed (for example, methods such as flashing twice with the data before the change and then displaying the value after the change, or displaying the value after the change and then flashing twice can be considered). Even if the number of balls held changes during the flashing display period, the flashing display may be continued while updating the display content, so that it is possible to reliably notify the player that a significant change has occurred, such as a lending operation or a counting operation.
[0384] Furthermore, for example, if a new event occurs during a gradual update display, the update display may be interrupted, and the number displayed on the game ball display device 240 may be updated to the number of balls held after the change based on the previously occurring event. Then, the gradual update display may be resumed based on the newly occurring event. Specifically, a buffer may be provided separately from the display counter, and when the number of balls held changes, the ball counter may be updated to the changed value, and the updated value may also be saved in the buffer. Then, if a new event occurs during the update display, the value of the display counter may be updated to the value saved in the buffer, and the ball counter may be updated to the value after the change due to the occurrence of the new event, and this updated value may also be saved in the buffer. At this time, the update display may be resumed based on the difference between the display counter and the ball counter. In this way, as described above, if a new event occurs during the update display, the number displayed on the game ball display device 240 will be updated once, and then the gradual update display will be resumed. In this case, the high-speed update display, which is relatively less visually appealing, may be made unnecessary.
[0385] In the above embodiments and various modifications, if the number of items possessed changes during the update display, the update time may be shortened, but the update time will not be lengthened. However, if the number of items possessed changes during the update display, the update time may be lengthened, but the update time will not be shortened.
[0386] In the above embodiments and modified examples, the frame control CPU 200a that executes the processes s20-3, s23-4, s30-1, and s40-3 corresponds to the game value update means of the present invention. Furthermore, the game ball count display device 240 in the above embodiment and modified examples corresponds to the display unit of the present invention, and the frame control CPU 200a that performs the display count change processing corresponds to the display control means of the present invention.
[0387] Furthermore, in the above embodiment, the example given was a case where six ranges were set as the range of the count value of the counter corresponding to different combinations of SE, character, and voice for completion sounds. However, it is not limited to this case. The count value of the counter from 0 to 94999 may be divided into fine ranges, for example, ranges of 7 or more, and a completion sound corresponding to each range may be set. Alternatively, the count value of the counter from 0 to 94999 may be divided into large ranges, for example, ranges of 5 or less, and a completion sound corresponding to each range may be set.
[0388] Furthermore, in the above embodiment, the completion sounds corresponding to each range of the counter's count value were set to be different in terms of sound effects, characters, and voice. However, the example is not limited to this. For example, the completion sounds only need to have different combinations of sound effects, characters, and voice; in other words, it is sufficient for any of the sound effects, characters, or voices to be different between each range.
[0389] Furthermore, in the above embodiment, different voice clips of different lines spoken by different characters (characters A to F) were set as completion sounds corresponding to each range of the count value of the counting counter. However, the example is not limited to this. The voice of the character in the completion sound for each range may be the voice of a single character speaking different lines.
[0390] Furthermore, in the above embodiment, the example given was that when a first count is performed to transfer a portion of the number of balls held to the dedicated unit 250, no completion sound is output at the end of the first count. However, the embodiment is not limited to this case. The system may be configured to output a completion sound at the end of the first count. For example, as shown in Figure 44, suppose that 15000 is displayed on the game ball display device 240, and the player long-presses the count switch 219s, and a first count is performed in which the number of balls held, "5000", is transferred to the dedicated unit 250. In that case, the count value of the count counter at the end of the first count will be 5000, so at the end of the first count (when the count switch 219s is operated again), a completion sound corresponding to range 2, that is, a "pirolin" sound effect, and the voice of character B saying "Not bad" are output. Note that if a completion sound is output at the end of the first count, the count value of the count counter may be reset or maintained.
[0391] If the count value of the counting counter is reset at the end of the first counting, then the second counting will be performed as shown in Figure 44. In that case, during the second counting, the number of "2500" will be transferred to the dedicated unit 250, so the count value of the counting counter at the end of the second counting will be 2500. As a result, the completion sound output at the end of the second counting will be the completion sound corresponding to range 1 which includes the count value of 2500 on the counting counter, namely the sound effect "Piron!" and the voice of character A saying "Let's play again."
[0392] Furthermore, as shown in Figure 44, if the count value of the counting counter is not reset at the end of the first counting, the count value of the counting counter may be reset at a predetermined timing. The predetermined timing could be when the lending process is executed, when the player of the gaming machine 100 is changed, or when the power is turned on. Here, the lending process is the process by which electronic gaming balls are lent from the dedicated unit 250 to the frame control board 200A of the gaming machine 100. For example, when cash is inserted into the cash input section (not shown) of the dedicated unit 250, the unit value display device (not shown) of the dedicated unit 250 displays a unit value corresponding to the inserted cash (for example, "10" for an insertion of 1,000 yen). When a player operates the lending switch (not shown) of the dedicated unit 250, electronic gaming balls (for example, "250") corresponding to the unit value held by the dedicated unit 250 are transferred to the gaming machine 100 all at once. As a result, the number of electronic game balls (for example, "250") that has been transferred is added to the display value of the game ball display device 240 of the game machine 100 and displayed.
[0393] Furthermore, for example, suppose that out of a total of "49,500" held, "49,000" is transferred to the dedicated unit 250, and the count value of the counting counter is incremented to 49,000. The player can hear the completion sound for range 6 by performing a counting process to transfer another "1,000" to the dedicated unit 250. Then, suppose the player lends out 500 electronic game balls, making the display value of the game ball display device 240 1,000, and performs the counting process. In this case, the number of held "50,000" is transferred to the dedicated unit 250 by the lending process, but with the above configuration, if the counting counter is reset when the lending process is executed, the count value of the counter at the end of counting will be 1,000, and the completion sound corresponding to range 1 will be output. In other words, it is possible to artificially increase the number of held balls and suppress the output of the completion sound corresponding to that increased number of held balls.
[0394] Alternatively, for example, the gaming machine 100 may determine that the player has changed if the game is not played for a predetermined time (for example, 2 hours) or longer, and reset the count value of the counting counter.
[0395] Furthermore, when the first counting is performed, the system may be configured to output a completion sound if the count value of the counting counter at the end of the first counting is equal to or greater than a predetermined value (for example, 5000 sheets), and not output a completion sound if the count value of the counting counter is less than the predetermined value. [Explanation of Symbols]
[0396] 100 gaming machines 200a Frame control CPU 300a Sub-CPU
Claims
[Claim 1] A gaming machine that can be connected to a specific unit that provides gaming value, The game value control means for managing the game value, A sound control means that controls the output of sound according to the progress of the game, Equipped with, The aforementioned game value control means is In response to the player's actions, a counting process may be performed to transfer the game value to the specific unit. When the counting process described above is performed, the game value transferred to the specific unit is counted, The sound control means is When the counting process is completed, the unit outputs a sound corresponding to the total number of game values transferred to the specific unit. A gaming machine characterized by the following features.